// // Simple fragment shader for wood // // Author: John Kessenich // // Copyright (c) 2002-2004 3Dlabs Inc. Ltd. // // See 3Dlabs-License.txt for license information // //uniform float GrainSizeRecip; //uniform vec3 DarkColor; //uniform vec3 spread; const float GrainSizeRecip = 1.0; const vec3 DarkColor = vec3 (0.6, 0.3, 0.1); const vec3 spread = vec3 (0.15, 0.075, 0.0); varying float lightIntensity; varying vec3 Position; void main (void) { // // cheap noise // vec3 location = Position; vec3 floorvec = vec3(floor(10.0 * Position.x), 0.0, floor(10.0 * Position.z)); vec3 noise = Position * 10.0 - floorvec - 0.5; noise *= noise; location += noise * 0.12; // // distance from axis // float dist = location.x * location.x + location.z * location.z; float grain = dist * GrainSizeRecip; // // grain effects as function of distance // float brightness = fract(grain); if (brightness > 0.5) brightness = (1.0 - brightness); vec3 color = DarkColor + brightness * spread; brightness = fract(grain * 7.0); if (brightness > 0.5) brightness = 1.0 - brightness; color -= brightness * spread; // // also as a function of lines parallel to the axis // brightness = fract(grain * 47.0) * 0.60; float line = fract(Position.z + Position.x); float snap = floor(line * 20.0) * (1.0/20.0); if (line < snap + 0.006) color -= brightness * spread; // // apply lighting effects from vertex processor // color = clamp(color * lightIntensity, 0.0, 1.0); gl_FragColor = vec4(color, 1.0); }