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| Back to [[VTKShaders]]
| | This file has been posted to [[Media:ProceduralTexture.xml]]. |
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| <pre>
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| <?xml version="1.0" encoding="UTF-8"?>
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| <!-- This is a shader for a simple procedural texture example. The texture
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| is a 3D texture with concentric spheres of alternating colors. The
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| frequency of the sphere alternation is specified in a uniform variable
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| of the fragment processor.
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| Copyright 2006 Sandia Corporation.
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| Under the terms of Contract DE-AC04-94AL85000, there is a non-exclusive
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| license for use of this work by or on behalf of the
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| U.S. Government. Redistribution and use in source and binary forms, with
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| or without modification, are permitted provided that this Notice and any
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| statement of authorship are reproduced on all copies.
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| -->
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| <Material name="SimpleProceduralTexture"
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| number_of_properties="0"
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| number_of_vertex_shaders="1"
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| number_of_fragment_shaders="1">
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| <Shader scope="Vertex"
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| name="ProceduralTextureVert"
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| location="Inline"
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| language="GLSL"
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| entry="main">
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| <LightUniform name="NumLights" value="NumberOfLights"/>
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| /* This is a vertex program for a simple procedural texture example.
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| * The texture is a 3D texture with concentric spheres of alternating
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| * colors. The frequency of the sphere alternation is specified in a
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| * uniform variable of the fragment processor.
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| */
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| /*
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| * Copyright 2006 Sandia Corporation.
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| * Under the terms of Contract DE-AC04-94AL85000, there is a non-exclusive
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| * license for use of this work by or on behalf of the
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| * U.S. Government. Redistribution and use in source and binary forms, with
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| * or without modification, are permitted provided that this Notice and any
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| * statement of authorship are reproduced on all copies.
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| */
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| uniform int NumLights;
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| /* Compute the contribution from a particular light source. This basically
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| * comes straight out of the OpenGL orange book. */
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| void DirectionalLight(in int lightIndex,
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| in vec3 normal,
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| inout vec4 ambient,
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| inout vec4 diffuse,
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| inout vec4 specular)
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| {
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| /**** Compute ambient term. ****/
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| ambient += gl_LightSource[lightIndex].ambient;
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| /**** Compute diffuse term. ****/
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| /* normal dot light direction. Assume the light direction vector is already
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| normalized.*/
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| float nDotL = max(0.0, dot(normal,
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| normalize(vec3(gl_LightSource[lightIndex].position))));
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| diffuse += gl_LightSource[lightIndex].diffuse * nDotL;
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| /**** Compute specular term. ****/
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| /* normal dot halfway vector */
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| float nDotH = max(0.0, dot(normal,
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| vec3(gl_LightSource[lightIndex].halfVector)));
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| float pf; /* Power factor. */
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| if (nDotH <= 0.0)
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| {
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| pf = 0.0;
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| }
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| else
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| {
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| pf = pow(nDotH, gl_FrontMaterial.shininess);
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| }
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| specular += gl_LightSource[lightIndex].specular * pf;
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| }
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| void AllLights(in vec3 normal,
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| inout vec4 ambient,
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| inout vec4 diffuse,
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| inout vec4 specular)
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| {
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| DirectionalLight(0, normal, ambient, diffuse, specular);
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| if (NumLights > 1)
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| {
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| DirectionalLight(1, normal, ambient, diffuse, specular);
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| if (NumLights > 2)
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| {
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| DirectionalLight(2, normal, ambient, diffuse, specular);
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| if (NumLights > 3)
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| {
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| DirectionalLight(3, normal, ambient, diffuse, specular);
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| if (NumLights > 4)
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| {
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| DirectionalLight(4, normal, ambient, diffuse, specular);
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| }
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| }
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| }
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| }
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| }
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| void main()
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| {
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| /* Transform the normal. */
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| vec3 normal = normalize(gl_NormalMatrix*gl_Normal);
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| /* Compute light contributions. */
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| vec4 ambient = vec4(0.0);
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| vec4 diffuse = vec4(0.0);
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| vec4 specular = vec4(0.0);
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| AllLights(normal, ambient, diffuse, specular);
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| gl_FrontColor = gl_BackColor = ( ambient*gl_FrontMaterial.ambient
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| + diffuse*gl_FrontMaterial.diffuse);
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| gl_FrontSecondaryColor = gl_BackSecondaryColor
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| = specular*gl_FrontMaterial.specular;
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| gl_TexCoord[0].stp = gl_Vertex.xyz;
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| gl_Position = ftransform();
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| }
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| </Shader>
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| <Shader scope="Fragment"
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| name="ProceduralTextureVert"
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| location="Inline"
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| language="GLSL"
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| entry="main">
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| <Uniform type="float" name="Frequency"
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| number_of_elements="1" value="0.1"/>
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| <Uniform type="float" name="Color1"
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| number_of_elements="4" value="1.0 0.0 0.0 1.0"/>
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| <Uniform type="float" name="Color2"
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| number_of_elements="4" value="1.0 1.0 1.0 1.0"/>
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| /* This is a fragment program for a simple procedural texture example.
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| * The texture is a 3D texture with concentric spheres of alternating
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| * colors. The frequency of the sphere alternation is specified in a
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| * uniform variable of the fragment processor.
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| */
| |
| | |
| /*
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| * Copyright 2006 Sandia Corporation.
| |
| * Under the terms of Contract DE-AC04-94AL85000, there is a non-exclusive
| |
| * license for use of this work by or on behalf of the
| |
| * U.S. Government. Redistribution and use in source and binary forms, with
| |
| * or without modification, are permitted provided that this Notice and any
| |
| * statement of authorship are reproduced on all copies.
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| */
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| uniform float Frequency;
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| uniform vec4 Color1;
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| uniform vec4 Color2;
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| void main()
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| {
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| float radius = length(gl_TexCoord[0].stp);
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| if (fract(radius/Frequency) < 0.5)
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| {
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| gl_FragColor = gl_Color*Color1 + gl_SecondaryColor;
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| }
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| else
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| {
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| gl_FragColor = gl_Color*Color2 + gl_SecondaryColor;
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| }
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| }
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| </Shader>
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| </Material>
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| </pre>
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| Back to [[VTKShaders]]
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