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//
// Fragment shader for producing a granite effect
//
// Author: Randi Rost
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying float LightIntensity;
varying vec3 MCposition;
uniform sampler3D Noise;
uniform float NoiseScale;
void main(void)
{
vec4 noisevec = texture3D(Noise, NoiseScale * MCposition);
float intensity = min(1.0, noisevec[3] * 18.0);
vec3 color = vec3 (intensity * LightIntensity);
gl_FragColor = vec4 (color, 1.0);
}
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