| 1 | /**************************************************************************** | 
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| 2 | ** | 
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| 3 | ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). | 
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| 4 | ** Contact: Qt Software Information (qt-info@nokia.com) | 
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| 5 | ** | 
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| 6 | ** This file is part of the demonstration applications of the Qt Toolkit. | 
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| 7 | ** | 
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| 8 | ** $QT_BEGIN_LICENSE:LGPL$ | 
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| 9 | ** Commercial Usage | 
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| 10 | ** Licensees holding valid Qt Commercial licenses may use this file in | 
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| 11 | ** accordance with the Qt Commercial License Agreement provided with the | 
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| 12 | ** Software or, alternatively, in accordance with the terms contained in | 
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| 13 | ** a written agreement between you and Nokia. | 
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| 14 | ** | 
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| 15 | ** GNU Lesser General Public License Usage | 
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| 16 | ** Alternatively, this file may be used under the terms of the GNU Lesser | 
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| 17 | ** General Public License version 2.1 as published by the Free Software | 
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| 18 | ** Foundation and appearing in the file LICENSE.LGPL included in the | 
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| 19 | ** packaging of this file.  Please review the following information to | 
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| 20 | ** ensure the GNU Lesser General Public License version 2.1 requirements | 
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| 21 | ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. | 
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| 22 | ** | 
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| 23 | ** In addition, as a special exception, Nokia gives you certain | 
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| 24 | ** additional rights. These rights are described in the Nokia Qt LGPL | 
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| 25 | ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this | 
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| 26 | ** package. | 
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| 27 | ** | 
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| 28 | ** GNU General Public License Usage | 
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| 29 | ** Alternatively, this file may be used under the terms of the GNU | 
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| 30 | ** General Public License version 3.0 as published by the Free Software | 
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| 31 | ** Foundation and appearing in the file LICENSE.GPL included in the | 
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| 32 | ** packaging of this file.  Please review the following information to | 
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| 33 | ** ensure the GNU General Public License version 3.0 requirements will be | 
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| 34 | ** met: http://www.gnu.org/copyleft/gpl.html. | 
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| 35 | ** | 
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| 36 | ** If you are unsure which license is appropriate for your use, please | 
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| 37 | ** contact the sales department at qt-sales@nokia.com. | 
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| 38 | ** $QT_END_LICENSE$ | 
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| 39 | ** | 
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| 40 | ****************************************************************************/ | 
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| 41 |  | 
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| 42 | varying vec3 position, normal; | 
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| 43 | varying vec4 specular, ambient, diffuse, lightDirection; | 
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| 44 |  | 
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| 45 | uniform sampler2D tex; | 
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| 46 | uniform sampler3D noise; | 
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| 47 |  | 
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| 48 | //const vec4 woodColors[2] = {vec4(0.37,0.24,0.20,1), vec4(0.8,0.6,0.4,1)}; | 
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| 49 | uniform vec4 woodColors[2]; | 
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| 50 | //const float woodTubulence = 0.1; | 
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| 51 | uniform float woodTubulence; | 
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| 52 |  | 
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| 53 | void main() | 
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| 54 | { | 
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| 55 | float r = length(gl_TexCoord[1].yz); | 
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| 56 | r += woodTubulence * texture3D(noise, 0.25 * gl_TexCoord[1].xyz).x; | 
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| 57 |  | 
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| 58 | vec3 N = normalize(normal); | 
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| 59 | // assume directional light | 
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| 60 |  | 
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| 61 | gl_MaterialParameters M = gl_FrontMaterial; | 
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| 62 |  | 
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| 63 | float NdotL = dot(N, lightDirection.xyz); | 
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| 64 | float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz); | 
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| 65 |  | 
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| 66 | float f = fract(16.0 * r); | 
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| 67 | vec4 unlitColor = mix(woodColors[0], woodColors[1], min(1.25 * f, 5.0 - 5.0 * f)); | 
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| 68 | gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor + | 
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| 69 | M.specular * specular * pow(max(RdotL, 0.0), M.shininess); | 
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| 70 | } | 
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