// 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) { float d=dot((worldN),gl_LightSource[0].position); d=max(d,0.0); vec4 A=albedo; A=texture3D(myNoise,vec3(world)); gl_FragColor = (d+0.2)*A; }