diff --git a/src/meshlab/shaders/stripes2.frag b/src/meshlab/shaders/stripes2.frag
index ea99f09b1..a613941f4 100644
--- a/src/meshlab/shaders/stripes2.frag
+++ b/src/meshlab/shaders/stripes2.frag
@@ -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;
}
diff --git a/src/meshlab/shaders/stripes2.gdp b/src/meshlab/shaders/stripes2.gdp
index 31f7228be..a71107022 100644
--- a/src/meshlab/shaders/stripes2.gdp
+++ b/src/meshlab/shaders/stripes2.gdp
@@ -21,19 +21,16 @@
-
-
-
+
+
+
-
-
+
+
-
-
-
-
+
-
+
diff --git a/src/meshlab/shaders/stripes2.vert b/src/meshlab/shaders/stripes2.vert
index 90cdf3c04..c83408c1f 100644
--- a/src/meshlab/shaders/stripes2.vert
+++ b/src/meshlab/shaders/stripes2.vert
@@ -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;