// GL Shading Language version 1.0 Fragment Shader
//  Orion Sky Lawlor, olawlor@acm.org, 2005/2/10 (Public Domain)

// Vertex/fragment shader interface
varying vec4 world; // World position
varying vec4 worldN; // World normal
varying vec4 albedo; // Material diffuse color
varying vec4 viewdir; // Viewer direction (to camera)

uniform sampler3D myNoise;

void main(void)
{
	float d=dot((worldN),gl_LightSource[0].position);
	d=max(d,0.0);
	vec4 A=albedo;
	A=texture3D(myNoise,vec3(world));
	
	gl_FragColor = (d+0.2)*A;
}
