Procedural shading material for the Labradorite rock material using GLSL.
Fractal Brownian Noise (FMB) was added to the rock and noise value was modified accordingly to get the required texture. It was then multiplied to the diffuse intensity of the Blinn Phong shader. The color and specularity was correspondingly adjusted to match the original rock. Later on another FBM noise was defined and divided the first noise by the second noise to get a much richer texture
The base shape of the rock was modeled in maya.