| 1 |
Geode { |
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| 2 |
UniqueID Geode_0 |
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| 3 |
DataVariance DYNAMIC |
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| 4 |
nodeMask 0xffffffff |
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| 5 |
cullingActive TRUE |
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| 6 |
StateSet { |
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| 7 |
DataVariance STATIC |
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| 8 |
rendering_hint DEFAULT_BIN |
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| 9 |
renderBinMode INHERIT |
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| 10 |
Uniform { |
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| 11 |
DataVariance DYNAMIC |
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| 12 |
name "DiffuseContribution" |
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| 13 |
float 0.8 |
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| 14 |
} |
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| 15 |
Uniform { |
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| 16 |
DataVariance DYNAMIC |
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| 17 |
name "InnerColor" |
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| 18 |
vec3 0 0 0 |
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| 19 |
} |
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| 20 |
Uniform { |
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| 21 |
DataVariance DYNAMIC |
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| 22 |
name "LightPosition" |
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| 23 |
vec3 0 0 1 |
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| 24 |
} |
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| 25 |
Uniform { |
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| 26 |
DataVariance DYNAMIC |
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| 27 |
name "MaxIterations" |
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| 28 |
float 100 |
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| 29 |
} |
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| 30 |
Uniform { |
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| 31 |
DataVariance DYNAMIC |
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| 32 |
name "OuterColor1" |
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| 33 |
vec3 1 1 0 |
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| 34 |
} |
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| 35 |
Uniform { |
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| 36 |
DataVariance DYNAMIC |
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| 37 |
name "OuterColor2" |
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| 38 |
vec3 0 0 1 |
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| 39 |
} |
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| 40 |
Uniform { |
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| 41 |
DataVariance DYNAMIC |
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| 42 |
name "Shininess" |
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| 43 |
float 0.3 |
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| 44 |
} |
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| 45 |
Uniform { |
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| 46 |
DataVariance DYNAMIC |
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| 47 |
name "SpecularContribution" |
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| 48 |
float 0.2 |
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| 49 |
} |
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| 50 |
Uniform { |
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| 51 |
DataVariance DYNAMIC |
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| 52 |
name "Xcenter" |
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| 53 |
float -0.5 |
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| 54 |
} |
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| 55 |
Uniform { |
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| 56 |
DataVariance DYNAMIC |
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| 57 |
name "Ycenter" |
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| 58 |
float 0 |
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| 59 |
} |
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| 60 |
Uniform { |
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| 61 |
DataVariance DYNAMIC |
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| 62 |
name "Zoom" |
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| 63 |
float 0.6 |
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| 64 |
} |
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| 65 |
Program { |
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| 66 |
DataVariance STATIC |
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| 67 |
num_shaders 2 |
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| 68 |
Shader { |
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| 69 |
DataVariance DYNAMIC |
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| 70 |
type VERTEX |
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| 71 |
code { |
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| 72 |
"// |
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| 73 |
" |
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| 74 |
"// Vertex shader for drawing the Mandelbrot set |
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| 75 |
" |
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| 76 |
"// |
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| 77 |
" |
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| 78 |
"// Authors: Dave Baldwin, Steve Koren, Randi Rost |
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| 79 |
" |
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| 80 |
"// based on a shader by Michael Rivero |
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| 81 |
" |
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| 82 |
"// |
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| 83 |
" |
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| 84 |
"// Copyright (c) 2002-2004: 3Dlabs, Inc. |
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| 85 |
" |
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| 86 |
"// |
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| 87 |
" |
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| 88 |
"// See 3Dlabs-License.txt for license information |
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| 89 |
" |
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| 90 |
"// |
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| 91 |
" |
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| 92 |
" |
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| 93 |
" |
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| 94 |
"uniform vec3 LightPosition; |
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| 95 |
" |
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| 96 |
"uniform float SpecularContribution; |
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| 97 |
" |
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| 98 |
"uniform float DiffuseContribution; |
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| 99 |
" |
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| 100 |
"uniform float Shininess; |
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| 101 |
" |
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| 102 |
" |
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| 103 |
" |
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| 104 |
"varying float LightIntensity; |
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| 105 |
" |
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| 106 |
"varying vec3 Position; |
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| 107 |
" |
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| 108 |
" |
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| 109 |
" |
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| 110 |
"void main(void) |
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| 111 |
" |
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| 112 |
"{ |
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| 113 |
" |
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| 114 |
" vec3 ecPosition = vec3 (gl_ModelViewMatrix * gl_Vertex); |
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| 115 |
" |
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| 116 |
" vec3 tnorm = normalize(gl_NormalMatrix * gl_Normal); |
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| 117 |
" |
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| 118 |
" vec3 lightVec = normalize(LightPosition - ecPosition); |
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| 119 |
" |
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| 120 |
" vec3 reflectVec = reflect(-lightVec, tnorm); |
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| 121 |
" |
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| 122 |
" vec3 viewVec = normalize(-ecPosition); |
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| 123 |
" |
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| 124 |
" float spec = max(dot(reflectVec, viewVec), 0.0); |
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| 125 |
" |
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| 126 |
" spec = pow(spec, Shininess); |
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| 127 |
" |
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| 128 |
" LightIntensity = DiffuseContribution * |
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| 129 |
" |
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| 130 |
" max(dot(lightVec, tnorm), 0.0) + |
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| 131 |
" |
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| 132 |
" SpecularContribution * spec; |
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| 133 |
" |
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| 134 |
" Position = vec3(gl_MultiTexCoord0 - 0.5) * 5.0; |
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| 135 |
" |
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| 136 |
" gl_Position = ftransform(); |
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| 137 |
" |
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| 138 |
" |
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| 139 |
" |
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| 140 |
"}" |
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| 141 |
} |
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| 142 |
} |
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| 143 |
Shader { |
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| 144 |
DataVariance DYNAMIC |
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| 145 |
type FRAGMENT |
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| 146 |
code { |
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| 147 |
"// |
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| 148 |
" |
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| 149 |
"// Fragment shader for drawing the Mandelbrot set |
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| 150 |
" |
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| 151 |
"// |
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| 152 |
" |
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| 153 |
"// Authors: Dave Baldwin, Steve Koren, Randi Rost |
|---|
| 154 |
" |
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| 155 |
"// based on a shader by Michael Rivero |
|---|
| 156 |
" |
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| 157 |
"// |
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| 158 |
" |
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| 159 |
"// Copyright (c) 2002-2004: 3Dlabs, Inc. |
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| 160 |
" |
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| 161 |
"// |
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| 162 |
" |
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| 163 |
"// See 3Dlabs-License.txt for license information |
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| 164 |
" |
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| 165 |
"// |
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| 166 |
" |
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| 167 |
" |
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| 168 |
" |
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| 169 |
"varying vec3 Position; |
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| 170 |
" |
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| 171 |
"varying float LightIntensity; |
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| 172 |
" |
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| 173 |
" |
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| 174 |
" |
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| 175 |
"uniform float MaxIterations; |
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| 176 |
" |
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| 177 |
"uniform float Zoom; |
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| 178 |
" |
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| 179 |
"uniform float Xcenter; |
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| 180 |
" |
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| 181 |
"uniform float Ycenter; |
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| 182 |
" |
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| 183 |
"uniform vec3 InnerColor; |
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| 184 |
" |
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| 185 |
"uniform vec3 OuterColor1; |
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| 186 |
" |
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| 187 |
"uniform vec3 OuterColor2; |
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| 188 |
" |
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| 189 |
" |
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| 190 |
" |
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| 191 |
"void main(void) |
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| 192 |
" |
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| 193 |
"{ |
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| 194 |
" |
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| 195 |
" float real = Position.x * Zoom + Xcenter; |
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| 196 |
" |
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| 197 |
" float imag = Position.y * Zoom + Ycenter; |
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| 198 |
" |
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| 199 |
" float Creal = real; // Change this line... |
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| 200 |
" |
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| 201 |
" float Cimag = imag; // ...and this one to get a Julia set |
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| 202 |
" |
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| 203 |
" |
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| 204 |
" |
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| 205 |
" float r2 = 0.0; |
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| 206 |
" |
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| 207 |
" float iter; |
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| 208 |
" |
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| 209 |
" |
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| 210 |
" |
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| 211 |
" for (iter = 0.0; iter < MaxIterations && r2 < 4.0; ++iter) |
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| 212 |
" |
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| 213 |
" { |
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| 214 |
" |
|---|
| 215 |
" float tempreal = real; |
|---|
| 216 |
" |
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| 217 |
" |
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| 218 |
" |
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| 219 |
" real = (tempreal * tempreal) - (imag * imag) + Creal; |
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| 220 |
" |
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| 221 |
" imag = 2.0 * tempreal * imag + Cimag; |
|---|
| 222 |
" |
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| 223 |
" r2 = (real * real) + (imag * imag); |
|---|
| 224 |
" |
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| 225 |
" } |
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| 226 |
" |
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| 227 |
" |
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| 228 |
" |
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| 229 |
" // Base the color on the number of iterations |
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| 230 |
" |
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| 231 |
" |
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| 232 |
" |
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| 233 |
" vec3 color; |
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| 234 |
" |
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| 235 |
" |
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| 236 |
" |
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| 237 |
" if (r2 < 4.0) |
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| 238 |
" |
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| 239 |
" color = InnerColor; |
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| 240 |
" |
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| 241 |
" else |
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| 242 |
" |
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| 243 |
" color = mix(OuterColor1, OuterColor2, fract(iter * 0.05)); |
|---|
| 244 |
" |
|---|
| 245 |
" |
|---|
| 246 |
" |
|---|
| 247 |
" color *= LightIntensity; |
|---|
| 248 |
" |
|---|
| 249 |
" |
|---|
| 250 |
" |
|---|
| 251 |
" gl_FragColor = vec4 (color, 1.0); |
|---|
| 252 |
" |
|---|
| 253 |
"}" |
|---|
| 254 |
} |
|---|
| 255 |
} |
|---|
| 256 |
} |
|---|
| 257 |
} |
|---|
| 258 |
num_drawables 1 |
|---|
| 259 |
Geometry { |
|---|
| 260 |
DataVariance DYNAMIC |
|---|
| 261 |
useDisplayList TRUE |
|---|
| 262 |
useVertexBufferObjects FALSE |
|---|
| 263 |
PrimitiveSets 1 |
|---|
| 264 |
{ |
|---|
| 265 |
DrawArrays QUADS 0 4 |
|---|
| 266 |
} |
|---|
| 267 |
VertexArray Vec3Array 4 |
|---|
| 268 |
{ |
|---|
| 269 |
0 0 1 |
|---|
| 270 |
0 0 0 |
|---|
| 271 |
1 0 0 |
|---|
| 272 |
1 0 1 |
|---|
| 273 |
} |
|---|
| 274 |
NormalBinding OVERALL |
|---|
| 275 |
NormalArray Vec3Array 1 |
|---|
| 276 |
{ |
|---|
| 277 |
0 -1 0 |
|---|
| 278 |
} |
|---|
| 279 |
ColorBinding OVERALL |
|---|
| 280 |
ColorArray Vec4Array 1 |
|---|
| 281 |
{ |
|---|
| 282 |
1 1 1 1 |
|---|
| 283 |
} |
|---|
| 284 |
TexCoordArray 0 Vec2Array 4 |
|---|
| 285 |
{ |
|---|
| 286 |
0 1 |
|---|
| 287 |
0 0 |
|---|
| 288 |
1 0 |
|---|
| 289 |
1 1 |
|---|
| 290 |
} |
|---|
| 291 |
} |
|---|
| 292 |
} |
|---|