// // Fragment shader for procedural bumps // // Authors: John Kessenich, Randi Rost // // Copyright (c) 2002-2006 3Dlabs Inc. Ltd. // // See 3Dlabs-License.txt for license information // varying vec3 LightDir; varying vec3 EyeDir; uniform vec3 SurfaceColor; // = (0.7, 0.6, 0.18) uniform float BumpDensity; // = 16.0 uniform float BumpSize; // = 0.15 uniform float SpecularFactor; // = 0.5 void main() { vec3 litColor; vec2 c = BumpDensity * gl_TexCoord[0].st; vec2 p = fract(c) - vec2(0.5); float d, f; d = p.x * p.x + p.y * p.y; f = 1.0 / sqrt(d + 1.0); if (d >= BumpSize) { p = vec2(0.0); f = 1.0; } vec3 normDelta = vec3(p.x, p.y, 1.0) * f; litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0); vec3 reflectDir = reflect(LightDir, normDelta); float spec = max(dot(EyeDir, reflectDir), 0.0); spec *= SpecularFactor; litColor = min(litColor + spec, vec3(1.0)); gl_FragColor = vec4(litColor, 1.0); }