// GL Shading Language version 1.0 Fragment Shader // Orion Sky Lawlor, olawlor@acm.org, 2005/2/10 (Public Domain) // Vertex/fragment shader interface varying vec4 world; // World position varying vec4 worldN; // World normal varying vec4 albedo; // Material diffuse color varying vec4 viewdir; // Viewer direction (to camera) uniform sampler3D myNoise; void main(void) { vec4 L=gl_LightSource[0].position; vec4 N=worldN; N=normalize(N); // Diffuse term: usual lambertian+ambient float diffuse=(0.2+0.6*clamp(dot(N,L),0.0,1.0)); vec4 specular=vec4(pow(dot(L,reflect(-viewdir,N)),100.0)); vec4 c=texture3D(myNoise,vec3(world)); gl_FragColor=diffuse*c+specular; }