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+/****************************************************************************
+**
+** Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: http://www.qt-project.org/
+**
+** 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 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);
+}