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41
42varying vec3 position, normal;
43varying vec4 specular, ambient, diffuse, lightDirection;
44
45uniform sampler2D tex;
46uniform sampler3D noise;
47
48//const vec4 woodColors[2] = {vec4(0.37,0.24,0.20,1), vec4(0.8,0.6,0.4,1)};
49uniform vec4 woodColors[2];
50//const float woodTubulence = 0.1;
51uniform float woodTubulence;
52
53void main()
54{
55    float r = length(gl_TexCoord[1].yz);
56    r += woodTubulence * texture3D(noise, 0.25 * gl_TexCoord[1].xyz).x;
57
58    vec3 N = normalize(normal);
59    // assume directional light
60
61    gl_MaterialParameters M = gl_FrontMaterial;
62
63    float NdotL = dot(N, lightDirection.xyz);
64    float RdotL = dot(reflect(normalize(position), N), lightDirection.xyz);
65
66    float f = fract(16.0 * r);
67    vec4 unlitColor = mix(woodColors[0], woodColors[1], min(1.25 * f, 5.0 - 5.0 * f));
68    gl_FragColor = (ambient + diffuse * max(NdotL, 0.0)) * unlitColor +
69                    M.specular * specular * pow(max(RdotL, 0.0), M.shininess);
70}
71