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-/****************************************************************************
-**
-** Copyright (C) 2011 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.
-**
-** $QT_BEGIN_LICENSE:LGPL$
-** GNU Lesser General Public License Usage
-** 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.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU General
-** Public License version 3.0 as published by the Free Software Foundation
-** and appearing in the file LICENSE.GPL included in the packaging of this
-** file. Please review the following information to ensure the GNU General
-** Public License version 3.0 requirements will be met:
-** http://www.gnu.org/copyleft/gpl.html.
-**
-** Other Usage
-** Alternatively, this file may be used in accordance with the terms and
-** conditions contained in a signed written agreement between you and Nokia.
-**
-**
-**
-**
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-varying vec3 position, normal;
-varying vec4 specular, ambient, diffuse, lightDirection;
-
-uniform sampler2D tex;
-uniform sampler3D noise;
-
-//const vec4 marbleColors[2] = {vec4(0.9, 0.9, 0.9, 1), vec4(0.6, 0.5, 0.5, 1)};
-uniform vec4 marbleColors[2];
-
-void main()
-{
- float turbulence = 0.0;
- float scale = 1.0;
- for (int i = 0; i < 4; ++i) {
- turbulence += scale * (texture3D(noise, 0.125 * gl_TexCoord[1].xyz / scale).x - 0.5);
- scale *= 0.5;
- }
-
- 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);
-
- vec4 unlitColor = mix(marbleColors[0], marbleColors[1], exp(-4.0 * abs(turbulence)));
- gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
- M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
-}