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;