Don't try this at home, there's a bug in the shader code that means this won't work until the 1.1.8 release.
Code: Select all
<material>
<name>main_mat</name>
<phong>
<exponent>
<constant>10000</constant>
</exponent>
<specular_reflectivity>
<constant>
<uniform>
<value>0.6</value>
</uniform>
</constant>
</specular_reflectivity>
<bump>
<shader>
<shader>
def eval(vec3 pos) real :
mul(
fbm(
mul(getTexCoords(0), 100.0),
10
),
0.001
)
</shader>
</shader>
</bump>
</phong>
</material>