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Revision 6871
(checked in by robert, 2 years ago)
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Checked in first cut of new SVN for OpenSceneGraph-Data
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// |
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// eroded.frag: Fragment shader for erosion effect |
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// |
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// author: Randi Rost |
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// |
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// Copyright (c) 2002: 3Dlabs, Inc. |
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// |
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varying float lightIntensity; |
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varying vec3 Position; |
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uniform vec3 Offset; |
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uniform sampler3D sampler3d; // value of sampler3d = 6 |
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void main (void) |
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{ |
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vec4 noisevec; |
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vec3 color; |
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float intensity; |
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noisevec = texture3D(sampler3d, 1.2 * (vec3 (0.5) + Position)); |
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intensity = 0.75 * (noisevec.x + noisevec.y + noisevec.z + noisevec.w); |
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intensity = 1.95 * abs(2.0 * intensity - 1.0); |
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intensity = clamp(intensity, 0.0, 1.0); |
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if (intensity < fract(0.5-Offset.x-Offset.y-Offset.z)) discard; |
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color = mix(vec3 (0.2, 0.1, 0.0), vec3(0.8, 0.8, 0.8), intensity); |
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color *= lightIntensity; |
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color = clamp(color, 0.0, 1.0); |
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gl_FragColor = vec4 (color, 1.0); |
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} |
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