1
0
Fork 0
fgdata/Shaders/text.frag

45 lines
1.3 KiB
GLSL
Raw Normal View History

2021-05-14 20:45:36 +00:00
#version 120
uniform sampler2D glyphTexture;
varying vec4 diffuse_term;
varying vec3 normal;
varying vec4 ecPosition;
////fog "include" /////
vec3 fog_Func(vec3 color, int type);
//////////////////////
void main()
{
float alpha = texture2D(glyphTexture, gl_TexCoord[0].st).a;
if (alpha == 0.0) discard;
float NdotL, NdotHV, fogFactor;
vec4 color = gl_Color;
vec3 lightDir = gl_LightSource[0].position.xyz;
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
vec4 fragColor;
vec4 specular = vec4(0.0);
NdotL = dot(normal, lightDir);
if (NdotL > 0.0) {
color += diffuse_term * NdotL;
NdotHV = max(dot(normal, halfVector), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
specular.rgb = (gl_FrontMaterial.specular.rgb
* gl_LightSource[0].specular.rgb
* pow(NdotHV, gl_FrontMaterial.shininess));
}
// This shouldn't be necessary, but our lighting becomes very
// saturated. Clamping the color before modulating by the texture
// is closer to what the OpenGL fixed function pipeline does.
color = clamp(color, 0.0, 1.0);
fragColor = color + specular;
fragColor = vec4(fragColor.rgb, fragColor.a * alpha);
fragColor.rgb = fog_Func(fragColor.rgb, 0);
gl_FragColor = fragColor;
}