/* ** Copyright (c) 2012 The Khronos Group Inc. ** ** Permission is hereby granted, free of charge, to any person obtaining a ** copy of this software and/or associated documentation files (the ** "Materials"), to deal in the Materials without restriction, including ** without limitation the rights to use, copy, modify, merge, publish, ** distribute, sublicense, and/or sell copies of the Materials, and to ** permit persons to whom the Materials are furnished to do so, subject to ** the following conditions: ** ** The above copyright notice and this permission notice shall be included ** in all copies or substantial portions of the Materials. ** ** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, ** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF ** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. ** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY ** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, ** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE ** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. */ #ifdef GL_ES precision mediump float; #endif uniform float GrainSize; uniform vec3 DarkColor; uniform vec3 colorSpread; varying float lightIntensity; varying vec3 Position; void main (void) { // // cheap noise // vec3 location = Position; vec3 floorvec = vec3(floor(Position.x * 10.0), 0.0, floor(Position.z * 10.0)); 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 / GrainSize; // // grain effects as function of distance // float brightness = fract(grain); if (brightness > 0.5) brightness = (1.0 - brightness); vec3 color = DarkColor + 0.5 * brightness * (colorSpread); brightness = fract(grain*7.0); if (brightness > 0.5) brightness = 1.0 - brightness; color -= 0.5 * brightness * colorSpread; // // also as a function of lines parallel to the axis // brightness = fract(grain*47.0); float line = fract(Position.z + Position.x); float snap = floor(line * 30.0) * (1.0/30.0); if (line < snap + 0.004) color -= 0.5 * brightness * colorSpread; // // apply lighting effects from vertex processor // color *= lightIntensity; color = clamp(color, 0.0, 1.0); gl_FragColor = vec4(color, 0.1) }