/******************************************************************************** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).** All rights reserved.** Contact: Nokia Corporation (qt-info@nokia.com)**** This file is part of the demonstration applications of the Qt Toolkit.**** $QT_BEGIN_LICENSE:LGPL$** No Commercial Usage** This file contains pre-release code and may not be distributed.** You may use this file in accordance with the terms and conditions** contained in the Technology Preview License Agreement accompanying** this package.**** GNU Lesser General Public License Usage** Alternatively, this file may be used under the terms of the GNU Lesser** General Public License version 2.1 as published by the Free Software** Foundation and appearing in the file LICENSE.LGPL included in the** packaging of this file. Please review the following information to** ensure the GNU Lesser General Public License version 2.1 requirements** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.**** In addition, as a special exception, Nokia gives you certain additional** rights. These rights are described in the Nokia Qt LGPL Exception** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.**** If you have questions regarding the use of this file, please contact** Nokia at qt-info@nokia.com.****************** $QT_END_LICENSE$******************************************************************************/varying vec3 position, normal;varying vec4 specular, ambient, diffuse, lightDirection;uniform sampler2D tex;uniform sampler3D noise;//const vec4 woodColors[2] = {vec4(0.37,0.24,0.20,1), vec4(0.8,0.6,0.4,1)};uniform vec4 woodColors[2];//const float woodTubulence = 0.1;uniform float woodTubulence;void main(){ float r = length(gl_TexCoord[1].yz); r += woodTubulence * texture3D(noise, 0.25 * gl_TexCoord[1].xyz).x; vec3 N = normalize(normal); // assume directional light gl_MaterialParameters M = gl_FrontMaterial; float NdotL = dot(N, lightDirection.xyz); float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz); float f = fract(16.0 * r); vec4 unlitColor = mix(woodColors[0], woodColors[1], min(1.25 * f, 5.0 - 5.0 * f)); gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + M.specular * specular * pow(max(RdotL, 0.0), M.shininess);}