// // Fragment shader for producing a marble effect // // Author: Randi Rost // // Copyright (c) 2002-2005 3Dlabs Inc. Ltd. // // See 3Dlabs-License.txt for license information // varying float LightIntensity; varying vec3 MCposition; uniform sampler3D Noise; uniform vec3 MarbleColor; uniform vec3 VeinColor; void main() { vec4 noisevec = texture3D(Noise, MCposition); float intensity = abs(noisevec[0] - 0.25) + abs(noisevec[1] - 0.125) + abs(noisevec[2] - 0.0625) + abs(noisevec[3] - 0.03125); float sineval = sin(MCposition.y * 6.0 + intensity * 12.0) * 0.5 + 0.5; vec3 color = mix(VeinColor, MarbleColor, sineval) * LightIntensity; gl_FragColor = vec4(color, 1.0); }