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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (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 either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** 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 1.0, 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.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@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);
+}