// // Fragment shader for antialiased procedural bricks // // Authors: Dave Baldwin, Randi Rost // based on a shader by Darwyn Peachey // // Copyright (c) 2002-2004 3Dlabs Inc. Ltd. // // See 3Dlabs-License.txt for license information // uniform vec3 BrickColor; //uniform vec3 MortarColor; //uniform vec2 BrickSize; //uniform vec2 BrickPct; //uniform vec2 MortarPct; //const vec3 BrickColor = vec3 (1, 0.3, 0.2); const vec3 MortarColor = vec3 (0.85, 0.86, 0.84); const vec2 BrickSize = vec2 (0.3, 0.15); const vec2 BrickPct = vec2 (0.9, 0.85); const vec2 MortarPct = vec2 (0.1, 0.15); varying vec2 MCposition; varying float LightIntensity; #define Integral(x, p, notp) ((floor(x)*(p)) + max(fract(x)-(notp), 0.0)) void main(void) { vec2 position, fw, useBrick; vec3 color; // Determine position within the brick pattern position = MCposition / BrickSize; // Adjust every other row by an offset of half a brick if (fract(position.y * 0.5) > 0.5) position.x += 0.5; // Calculate filter size //fw = fwidth(position); //fwidth not implemented on WildcatVP fw = (abs(dFdx(MCposition)) + abs(dFdy(MCposition))) / BrickSize; // Perform filtering by integrating the 2D pulse made by the // brick pattern over the filter width and height useBrick = (Integral(position + fw, BrickPct, MortarPct) - Integral(position, BrickPct, MortarPct)) / fw; // Determine final color color = mix(MortarColor, BrickColor, useBrick.x * useBrick.y); color *= LightIntensity; gl_FragColor = vec4 (color, 1.0); }