diff -r 41300fa6a67c -r f7bc934e204c util/demos/boxes/wood.fsh --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/util/demos/boxes/wood.fsh Wed Mar 31 11:06:36 2010 +0300 @@ -0,0 +1,70 @@ +/**************************************************************************** +** +** 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); +}