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diff --git a/src/GLSLShaderTest/wood.frag b/src/GLSLShaderTest/wood.frag
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+//
+// Simple fragment shader for wood
+//
+// Author: John Kessenich
+//
+// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
+//
+// See 3Dlabs-License.txt for license information
+//
+
+//uniform float GrainSizeRecip;
+//uniform vec3 DarkColor;
+//uniform vec3 spread;
+const float GrainSizeRecip = 1;
+const vec3 DarkColor = vec3 (0.6, 0.3, 0.1);
+const vec3 spread = vec3 (0.15, 0.075, 0.0);
+
+varying float lightIntensity;
+varying vec3 Position;
+
+void main (void)
+{
+ //
+ // cheap noise
+ //
+ vec3 location = Position;
+ vec3 floorvec = vec3(floor(10.0 * Position.x), 0.0, floor(10.0 * Position.z));
+ vec3 noise = Position * 10.0 - floorvec - 0.5;
+ noise *= noise;
+ location += noise * 0.12;
+
+ //
+ // distance from axis
+ //
+ float dist = location.x * location.x + location.z * location.z;
+ float grain = dist * GrainSizeRecip;
+
+ //
+ // grain effects as function of distance
+ //
+ float brightness = fract(grain);
+ if (brightness > 0.5)
+ brightness = (1.0 - brightness);
+ vec3 color = DarkColor + brightness * spread;
+
+ brightness = fract(grain * 7.0);
+ if (brightness > 0.5)
+ brightness = 1.0 - brightness;
+ color -= brightness * spread;
+
+ //
+ // also as a function of lines parallel to the axis
+ //
+ brightness = fract(grain * 47.0) * 0.60;
+ float line = fract(Position.z + Position.x);
+ float snap = floor(line * 20.0) * (1.0/20.0);
+ if (line < snap + 0.006)
+ color -= brightness * spread;
+
+ //
+ // apply lighting effects from vertex processor
+ //
+ color = clamp(color * lightIntensity, 0.0, 1.0);
+
+ gl_FragColor = vec4(color, 1.0);
+}