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eliminate constantColor from varying values

This commit is contained in:
Tim Moore 2010-06-30 18:01:59 +02:00
parent 7f8c50d92d
commit 43ab6827a3
2 changed files with 5 additions and 7 deletions

View file

@ -1,6 +1,6 @@
// -*-C++-*-
varying vec4 diffuse, constantColor;
varying vec4 diffuse;
varying vec3 normal, lightDir, halfVector;
varying float fogCoord, alpha;
@ -17,7 +17,8 @@ void main()
{
vec3 n, halfV;
float NdotL, NdotHV, fogFactor;
vec4 color = constantColor;
vec4 color = gl_FrontLightModelProduct.sceneColor
+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
vec4 texel;
vec4 fragColor;
vec4 specular = vec4(0.0);

View file

@ -8,7 +8,7 @@
// Diffuse colors come from the gl_Color, ambient from the material. This is
// equivalent to osg::Material::DIFFUSE.
varying vec4 diffuse, constantColor;
varying vec4 diffuse;
varying vec3 normal, lightDir, halfVector;
varying float alpha, fogCoord;
@ -17,7 +17,6 @@ uniform bool twoSideHack;
void main()
{
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
@ -36,7 +35,5 @@ void main()
gl_FrontColor = vec4(0.0, 0.0, 0.0, 1.0);
gl_BackColor = vec4(0.0, 0.0, 0.0, 0.0);
}
constantColor = gl_FrontLightModelProduct.sceneColor
+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
fogCoord = abs(ecPosition3.z);
fogCoord = abs(ecPosition.z / ecPosition.w);
}