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wood.fs
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2006-07-19
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//
// wood.fs --
//
// Simple wood shader stolen from RenderMonkey
//
// Copyright (c) 2006 Dan Gudmundsson
//
// See the file "license.terms" for information on usage and redistribution
// of this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: wood.fs,v 1.4 2006/01/27 15:17:56 dgud Exp $
//
uniform vec4 darkWood;
uniform vec4 liteWood;
uniform float frequency;
uniform float noiseScale;
uniform float scale;
uniform vec3 auv_bbpos3d[2];
varying vec3 w3d_pos;
uniform sampler3D auv_noise;
float auv_noise(float P, vec3 pos)
{
float temp = P, total;
vec4 per = vec4(1.0,temp,temp*temp,temp*temp*temp*temp);
total = 1.0/dot(per, vec4(1.0));
per *= total;
vec4 noise = texture3D(auv_noise, pos);
return dot(per,noise);
}
void main(void)
{
// Signed noise
vec3 ch_center = (auv_bbpos3d[1]-auv_bbpos3d[0]);
float ch_scale = scale*1.41421/length(ch_center);
ch_center = (ch_center/2.0) + auv_bbpos3d[0];
vec3 pos = (ch_scale*(w3d_pos-ch_center))+0.5;
float snoise = 2.0 * auv_noise(0.5,pos) - 1.0;
// Stretch along y axis
vec2 adjustedScaledPos = vec2(w3d_pos.x, w3d_pos.y*.25);
// Rings are defined by distance to z axis and wobbled along it
// and perturbed with some noise
float ring = 0.5*(1.0+sin(5.0*sin(frequency*w3d_pos.z)+
frequency*(noiseScale*snoise+
6.28*length(adjustedScaledPos.xy))));
// Add some noise and get base color
float lrp = ring + snoise;
gl_FragColor = mix(darkWood, liteWood, lrp);
}