/**************************************************************************** ** ** 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); }