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//
// Fragment shader for procedurally generated hatching or "woodcut" appearance.
//
// This is an OpenGL 2.0 implementation of Scott F. Johnston's "Mock Media"
// (from "Advanced RenderMan: Beyond the Companion" SIGGRAPH 98 Course Notes)
//
// Author: Bert Freudenberg <bert@isg.cs.uni-magdeburg.de>
//
// Copyright (c) 2002-2003 3Dlabs, Inc.
//
// See 3Dlabs-License.txt for license information
//
const float frequency = 1.0;
varying vec3 ObjPos; // object space coord (noisy)
varying float V; // generic varying
varying float LightIntensity;
uniform sampler3D Noise; // value of Noise = 3;
uniform float Swidth; // relative width of stripes = 16.0
void main (void)
{
float dp = length(vec2 (dFdx(V * Swidth), dFdy(V * Swidth)));
float logdp = -log2(dp);
float ilogdp = floor(logdp);
float stripes = exp2(ilogdp);
float noise = texture3D(Noise, ObjPos).x;
float sawtooth = fract((V + noise * 0.1) * frequency * stripes);
float triangle = abs(2.0 * sawtooth - 1.0);
// adjust line width
float transition = logdp - ilogdp;
// taper ends
triangle = abs((1.0 + transition) * triangle - transition);
const float edgew = 0.2; // width of smooth step
float edge0 = clamp(LightIntensity - edgew, 0.0, 1.0);
float edge1 = clamp(LightIntensity, 0.0, 1.0);
float square = 1.0 - smoothstep(edge0, edge1, triangle);
gl_FragColor = vec4 (vec3 (square), 1.0);
}
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