Color support

This commit is contained in:
Paolo Cignoni cignoni 2006-02-27 10:26:50 +00:00
parent 980d791028
commit 0a4b8ef70e
3 changed files with 13 additions and 14 deletions

View File

@ -2,10 +2,11 @@ varying vec3 pos;
uniform vec3 StripeDir;
uniform float Fuzz=.1;
uniform float Width=0.5;
uniform float Scale=1.0;
void main (void)
{
vec4 color;
float scalar_pos=dot(StripeDir,pos);
float scalar_pos=dot(Scale*StripeDir,pos);
float scaled_pos=fract(scalar_pos*10.0) ;
color = gl_Color;
@ -16,6 +17,5 @@ void main (void)
frac1 = frac1 * frac1 * (3.0 - (2.0 * frac1));
color.a=mix(0,1,frac1);
gl_FragColor = color;
}

View File

@ -21,19 +21,16 @@
</FPCount>
<TexturesPlugins NumberOfPlugins="0" />
<TexturedUsed NumberUsedTU="0" />
<UniformVariables NumberOfVariables="4">
<Uniform0 Type="5" Name="Scale" ArraySize="1" Widget="0" Min="0" Max="1" Step="0.001">
<Values Value0="10" />
<UniformVariables NumberOfVariables="3">
<Uniform0 Type="5" Name="Scale" ArraySize="1" Widget="0" Min="0" Max="100" Step="0.1">
<Values Value0="1" />
</Uniform0>
<Uniform1 Type="7" Name="Ambient" ArraySize="1" Widget="0" Min="0" Max="1" Step="0.001">
<Values Value0="0.2" Value1="0.2" Value2="0.2" />
<Uniform1 Type="5" Name="Width" ArraySize="1" Widget="0" Min="0" Max="1" Step="0.01">
<Values Value0="0.5" Value1="0.5" Value2="0.5" />
</Uniform1>
<Uniform2 Type="5" Name="Kd" ArraySize="1" Widget="0" Min="0" Max="1" Step="0.001">
<Values Value0="0.8" />
</Uniform2>
<Uniform3 Type="7" Name="StripeDir" ArraySize="1" Widget="0" Min="0" Max="1" Step="0.001">
<Uniform2 Type="7" Name="StripeDir" ArraySize="1" Widget="0" Min="0" Max="1" Step="0.001">
<Values Value0="0" Value1="1" Value2="0" />
</Uniform3>
</Uniform2>
</UniformVariables>
<FogParameters FogColorR="0" FogColorG="0" FogColorB="0" FogColorA="1" Density="1" Start="0" End="1" />
<VertexProcessor CullFace="False" PolygonMode="DummieField" PolygonModeBack="6914" PolygonModeFront="6914" LocalValue="1" TwoSidedValue="1" ColorControlValue="33273" />

View File

@ -47,8 +47,10 @@ varying vec3 pos;
directionalLight(0, normal);
color = gl_FrontLightModelProduct.sceneColor +
Ambient * gl_FrontMaterial.ambient +
Diffuse * gl_FrontMaterial.diffuse;
// Ambient * gl_FrontMaterial.ambient +
// Diffuse * gl_FrontMaterial.diffuse;
Ambient * gl_Color +
Diffuse * gl_Color;
color += Specular * gl_FrontMaterial.specular;
color = clamp( color, 0.0, 1.0 );
gl_FrontColor = color;