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+//
+// Fragment shader for 3 dimensional polka dot shader.
+//
+// Author: Joshua Doss
+//
+// Copyright (C) 2002-2004 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+varying float LightIntensity;
+varying vec3 MCPosition;
+
+//Create uniform variables so dots can be spaced and scaled by user
+//uniform vec3 Spacing;
+//uniform float DotSize;
+const vec3 Spacing = vec3 (0.314, 0.36, 0.261);
+const float DotSize = 0.123;
+
+//Create colors as uniform variables so they can be easily changed
+//uniform vec3 ModelColor, PolkaDotColor;
+const vec3 ModelColor = vec3 (0.75, 0.2, 0.1);
+const vec3 PolkaDotColor = vec3 (1, 1, 1);
+
+void main(void)
+{
+ float insidesphere, sphereradius, scaledpointlength;
+ vec3 scaledpoint, finalcolor;
+
+ // Scale the coordinate system
+ // The following line of code is not yet implemented in current drivers:
+ // mcpos = mod(Spacing, MCposition);
+ // We will use a workaround found below for now
+ scaledpoint = MCPosition - (Spacing * floor(MCPosition/Spacing));
+
+ // Bring the scaledpoint vector into the center of the scaled coordinate system
+ scaledpoint = scaledpoint - Spacing/2.0;
+
+ // Find the length of the scaledpoint vector and compare it to the dotsize
+ scaledpointlength = length(scaledpoint);
+ insidesphere = step(scaledpointlength,DotSize);
+
+ // Determine final output color before lighting
+ finalcolor = vec3(mix(ModelColor, PolkaDotColor, insidesphere));
+
+ // Output final color and factor in lighting
+ gl_FragColor = clamp((vec4( finalcolor, 1.0 ) * LightIntensity), vec4(0.0), vec4(1.0));
+}
+