From 498439379af46d8166cbc88175777b2a7307c4bd Mon Sep 17 00:00:00 2001 From: Thorsten Renk Date: Fri, 24 Feb 2017 09:28:54 +0200 Subject: [PATCH] ALS HUD effect approximating the appearance of light projected on the combiner --- Effects/hud.eff | 519 +++++++++++++++++++++++++++++++++++++++++++ Shaders/hud-ALS.frag | 289 ++++++++++++++++++++++++ Shaders/hud-ALS.vert | 140 ++++++++++++ 3 files changed, 948 insertions(+) create mode 100644 Effects/hud.eff create mode 100644 Shaders/hud-ALS.frag create mode 100644 Shaders/hud-ALS.vert diff --git a/Effects/hud.eff b/Effects/hud.eff new file mode 100644 index 000000000..0be8fc649 --- /dev/null +++ b/Effects/hud.eff @@ -0,0 +1,519 @@ + + Effects/hud + Effects/model-default + + + + Aircraft/Generic/Effects/window_frost.png + 2d + linear-mipmap-linear + repeat + repeat + normalized + + + + Aircraft/Generic/Effects/hud-glass.rgb + 2d + linear-mipmap-linear + repeat + repeat + normalized + + + + cubemap + + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png + + + + + cubemap + + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_px.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nx.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_py.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_ny.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_pz.png + Aircraft/Generic/Effects/CubeMaps/fair-sky/fair-sky_nz.png + + + 0.95 1.0 0.95 1.0 + 0.8 1.0 0.9 + /environment/aircraft-effects/splash-vector-x + /environment/aircraft-effects/splash-vector-y + /environment/aircraft-effects/splash-vector-z + /environment/rain-norm + /environment/aircraft-effects/ground-splash-norm + /environment/aircraft-effects/frost-level + 0 + /environment/aircraft-effects/fog-level + /environment/aircraft-effects/use-wipers + 1 + 0.35 + 0.4 + 0 + 1.0 + 1 + 0 + 0 + 1.0 + 1.0 1.0 1.0 + 1.0 + 1.0 1.0 1.0 + 1.0 + 1.0 1.0 1.0 + 1.0 + 1.0 1.0 1.0 + 0.0006 + 2.5 + 1.0 + + + + + + /sim/rendering/shaders/skydome + + + 2.0 + + + + GL_ARB_shader_objects + GL_ARB_shading_language_100 + GL_ARB_vertex_shader + GL_ARB_fragment_shader + + + + + + true + + false + + + material/active + material/ambient + material/diffuse + material/specular + material/emissive + material/shininess + material/color-mode + + + blend/active + blend/source + blend/destination + + shade-model + cull-face + rendering-hint + + 111 + DepthSortedBin + + + + 0 + texture[0]/type + texture[0]/image + texture[0]/filter + texture[0]/wrap-s + texture[0]/wrap-t + texture[0]/internal-format + + + 1 + texture[1]/type + texture[1]/image + texture[1]/filter + texture[1]/wrap-s + texture[1]/wrap-t + texture[1]/internal-format + + + 2 + texture[2]/type + texture[2]/image + texture[2]/filter + texture[2]/wrap-s + texture[2]/wrap-t + texture[2]/internal-format + + + 3 + texture[3]/type + texture[3]/images + + + 4 + texture[4]/type + texture[4]/images + + + vertex-program-two-side + + + Shaders/hud-ALS.vert + Shaders/hud-ALS.frag + Shaders/noise.frag + Shaders/filters-ALS.frag + + + + tint + float-vec4 + glass-tint + + + overlay_color + float-vec3 + overlay-color + + + lightmap_r_factor + float + lightmap-factor[0] + + + lightmap_r_color + float-vec3 + lightmap-color[0] + + + lightmap_g_factor + float + lightmap-factor[1] + + + lightmap_g_color + float-vec3 + lightmap-color[1] + + + lightmap_b_factor + float + lightmap-factor[2] + + + lightmap_b_color + float-vec3 + lightmap-color[2] + + + lightmap_a_factor + float + lightmap-factor[3] + + + lightmap_a_color + float-vec3 + lightmap-color[3] + + + splash_x + float + splash-x + + + splash_y + float + splash-y + + + splash_z + float + splash-z + + + rain_norm + float + rnorm + + + ground_splash_norm + float + gsnorm + + + frost_level + float + frost-level + + + fog_level + float + fog-level + + + sample_res + float + sample-res + + + sample_far + float + sample-far + + + brightness + float + brightness + + + scattering + float + scattering + + + terminator + float + terminator + + + ground_scattering + float + ground_scattering + + + terminator + float + terminator + + + overcast + float + overcast + + + hazeLayerAltitude + float + lthickness + + + eye_alt + float + eye_alt + + + cloud_self_shading + float + cloud_self_shading + + + moonlight + float + moonlight + + + air_pollution + float + air_pollution + + + reflection_strength + float + reflection-strength + + + overlay_alpha + float + overlay-alpha + + + overlay_glare + float + overlay-glare + + + + gamma + float + gamma + + + brightness + float + brightness + + + use_filtering + bool + use_filtering + + + use_night_vision + bool + use_night_vision + + + use_IR_vision + bool + use_IR_vision + + + delta_T + float + delta_T + + + + texture + sampler-2d + 0 + + + frost_texture + sampler-2d + 1 + + + func_texture + sampler-2d + 2 + + + cube_texture + sampler-cube + 3 + + + cube_light_texture + sampler-cube + 4 + + + use_reflection + int + use-reflection + + + use_mask + int + use-mask + + + use_wipers + int + use-wipers + + + use_overlay + int + use-overlay + + + use_reflection_lightmap + int + use-reflection-lightmap + + + lightmap_multi + int + lightmap-multi + + + adaptive_mapping + int + surface-mapping-scheme + + + colorMode + int + material/color-mode-uniform + + + + + + + + + + true + + false + + + + material/active + + + material/ambient + + + material/diffuse + + + material/specular + + + material/emissive + + + material/shininess + + + material/color-mode + + + + + blend/active + + + blend/source + + + blend/destination + + + + shade-model + + + cull-face + + + 111 + DepthSortedBin + + + 0 + + texture[0]/active + + + texture[0]/type + + + texture[0]/image + + + texture[0]/filter + + + texture[0]/wrap-s + + + texture[0]/wrap-t + + + + modulate + + + + + + + diff --git a/Shaders/hud-ALS.frag b/Shaders/hud-ALS.frag new file mode 100644 index 000000000..bc7ea3fd8 --- /dev/null +++ b/Shaders/hud-ALS.frag @@ -0,0 +1,289 @@ +// -*-C++-*- +#version 120 + +varying vec2 rawPos; +varying vec2 nPos; +varying vec3 vertPos; +varying vec3 normal; +varying vec3 refl_vec; +varying vec3 light_diffuse; +varying float splash_angle; +varying float Mie; +varying float ambient_fraction; + +uniform sampler2D texture; +uniform sampler2D frost_texture; +uniform sampler2D func_texture; +uniform samplerCube cube_texture; +uniform samplerCube cube_light_texture; + +uniform vec4 tint; +uniform vec3 overlay_color; + + +uniform float rain_norm; +uniform float ground_splash_norm; +uniform float frost_level; +uniform float fog_level; +uniform float reflection_strength; +uniform float overlay_alpha; +uniform float overlay_glare; +uniform float splash_x; +uniform float splash_y; +uniform float splash_z; +uniform float lightmap_r_factor; +uniform float lightmap_g_factor; +uniform float lightmap_b_factor; +uniform float lightmap_a_factor; +uniform float osg_SimulationTime; + +uniform float sample_res; +uniform float sample_far; +uniform float brightness; + +uniform int use_reflection; +uniform int use_reflection_lightmap; +uniform int use_mask; +uniform int use_wipers; +uniform int use_overlay; +uniform int adaptive_mapping; +uniform int lightmap_multi; + +uniform vec3 lightmap_r_color; +uniform vec3 lightmap_g_color; +uniform vec3 lightmap_b_color; +uniform vec3 lightmap_a_color; + +float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density); +float DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dot_density); +float Noise2D(in vec2 coord, in float wavelength); +vec3 filter_combined (in vec3 color) ; + +void main() +{ + +vec4 texel; + + + +vec4 frost_texel; +vec4 func_texel; + + +texel = texture2D(texture, gl_TexCoord[0].st); + +texel+= texture2D(texture, vec2 (gl_TexCoord[0].s + sample_res, gl_TexCoord[0].t)); +texel+= texture2D(texture, vec2 (gl_TexCoord[0].s - sample_res, gl_TexCoord[0].t)); +texel+= texture2D(texture, vec2 (gl_TexCoord[0].s, gl_TexCoord[0].t + sample_res)); +texel+= texture2D(texture, vec2 (gl_TexCoord[0].s, gl_TexCoord[0].t - sample_res)); + +texel+= 0.75* texture2D(texture, vec2 (gl_TexCoord[0].s + sample_far * sample_res, gl_TexCoord[0].t+ sample_far * sample_res)); +texel+= 0.75* texture2D(texture, vec2 (gl_TexCoord[0].s - sample_far * sample_res, gl_TexCoord[0].t+ sample_far * sample_res)); +texel+= 0.75* texture2D(texture, vec2 (gl_TexCoord[0].s + sample_far * sample_res, gl_TexCoord[0].t- sample_far * sample_res)); +texel+= 0.75* texture2D(texture, vec2 (gl_TexCoord[0].s - sample_far * sample_res, gl_TexCoord[0].t- sample_far * sample_res)); + +texel+= 0.5 * texture2D(texture, vec2 (gl_TexCoord[0].s + 2.0 * sample_far * sample_res, gl_TexCoord[0].t - sample_res)); +texel+= 0.5 * texture2D(texture, vec2 (gl_TexCoord[0].s - 2.0 * sample_far * sample_res, gl_TexCoord[0].t + sample_res)); +texel+= 0.5 * texture2D(texture, vec2 (gl_TexCoord[0].s - sample_res, gl_TexCoord[0].t + 2.0 * sample_far * sample_res)); +texel+= 0.5 * texture2D(texture, vec2 (gl_TexCoord[0].s + sample_res, gl_TexCoord[0].t - 2.0 * sample_far * sample_res)); + +texel/=10.0; + +float threshold_high = max(brightness, 0.05) * 0.7; +float threshold_low = max(brightness, 0.05) * 0.4; +float threshold_mid = max(brightness, 0.05) * 0.5; + +texel.rgb = mix(texel.rgb, vec3 (1.0, 1.0, 1.0), smoothstep(threshold_mid, threshold_high, texel.a)); +texel.rgb = mix(texel.rgb, vec3 (0.0, 0.0, 0.0), 1.0 - smoothstep(0.0, threshold_low, texel.a)); + +texel *=gl_Color; + +vec2 frost_coords; + +if (adaptive_mapping == 1) {frost_coords = gl_TexCoord[0].st * 7.0;} +else if (adaptive_mapping ==2) {frost_coords = nPos * 7.0;} +else {frost_coords = vertPos.xy * 7.0;} + +frost_texel = texture2D(frost_texture, frost_coords); +func_texel = texture2D(func_texture, gl_TexCoord[0].st * 2.0); + + + +float noise_003m = Noise2D(vertPos.xy, 0.03); +float noise_0003m = Noise2D(vertPos.xy, 0.003); + + +// environment reflection, including a lightmap for the reflections + +vec4 reflection = textureCube(cube_texture, refl_vec); +vec4 reflection_lighting = textureCube(cube_light_texture, refl_vec); + +vec3 lightmapcolor = vec3(0.0, 0.0, 0.0); + + +if (use_reflection_lightmap == 1) + { + vec4 lightmapFactor = vec4(lightmap_r_factor, lightmap_g_factor, lightmap_b_factor, lightmap_a_factor); + lightmapFactor = lightmapFactor * reflection_lighting; + if (lightmap_multi > 0 ) + { + lightmapcolor = lightmap_r_color * lightmapFactor.r + + lightmap_g_color * lightmapFactor.g + + lightmap_b_color * lightmapFactor.b + + lightmap_a_color * lightmapFactor.a ; + } + else + { + lightmapcolor = reflection_lighting.rgb * lightmap_r_color * lightmapFactor.r; + } + + } + +float lightmap_intensity = length(lightmapcolor); +float light_fraction = clamp(lightmap_intensity / (length(light_diffuse.rgb) + 0.01), 0.0, 5.0); + +if (light_fraction < 1.0) {light_fraction = smoothstep(0.7, 1.0, light_fraction);} + + +if (use_reflection ==1) + { + // to determine whether what we see reflected is currently in light, we make the somewhat drastic + // assumption that its normal will be opposite to the glass normal + // (which is mostly truish in a normal cockpit) + float reflection_shade = ambient_fraction + (1.0-ambient_fraction) * max(0.0, dot (normalize(normal), normalize(gl_LightSource[0].position.xyz))); + + texel.rgb = mix(texel.rgb, reflection.rgb, (reflection_strength * reflection_shade * (1.0-Mie))); + + } + +//texel.rgb = mix(texel.rgb, lightmapcolor.rgb, lightmap_intensity); + +// overlay pattern + +if ((use_mask == 1) && (use_overlay==1)) + { + vec4 overlay_texel = vec4(overlay_color, overlay_alpha); + overlay_texel.rgb *= light_diffuse.rgb* (1.0 + (1.0 + overlay_glare)*Mie); + overlay_texel.a *=(1.0 + overlay_glare* Mie); + texel = mix(texel, overlay_texel, func_texel.b * overlay_texel.a); + } + + +// frost + +float fth = (1.0-frost_level) * 0.4 + 0.3; +float fbl = 0.2 * frost_level; + + +float frost_factor = (fbl + (1.0-fbl)* smoothstep(fth,fth+0.2,noise_003m)) * (4.0 + 4.0* Mie); + + +float background_frost = 0.5 * smoothstep(0.7,1.0,frost_level); +frost_texel.rgb = mix(frost_texel.rgb, vec3 (0.5,0.5,0.5), (1.0- smoothstep(0.0,0.02,frost_texel.a))); +frost_texel.a =max(frost_texel.a, background_frost * (1.0- smoothstep(0.0,0.02,frost_texel.a))); + +frost_texel *= vec4(light_diffuse.rgb,0.5) * (1.0 + 3.0 * Mie); + +frost_factor = max(frost_factor, 0.8*background_frost); + + +texel.rgb = mix(texel.rgb, frost_texel.rgb, frost_texel.a * frost_factor * smoothstep(0.0,0.1,frost_level)); +texel.a = max(texel.a, frost_texel.a * frost_level); + +// rain splashes + +vec3 splash_vec = vec3 (splash_x, splash_y, splash_z); +float splash_speed = length(splash_vec); + + +float rain_factor = 0.0; + +float rnorm = max(rain_norm, ground_splash_norm); + +if (rnorm > 0.0) + { + float droplet_size = (0.5 + 0.8 * rnorm) * (1.0 - 0.1 * splash_speed); + vec2 rainPos = vec2 (rawPos.x * splash_speed, rawPos.y / splash_speed ); + rainPos.y = rainPos.y - 0.1 * smoothstep(1.0,2.0, splash_speed) * osg_SimulationTime; + if (splash_angle> 0.0) + { + // the dynamically impacting raindrops + + float time_shape = 1.0; + float base_rate = 6.0 + 3.0 * rnorm + 4.0 * (splash_speed - 1.0); + float base_density = 0.6 * rnorm + 0.4 * (splash_speed -1.0); + if ((use_mask ==1)&&(use_wipers==1)) {base_density *= (1.0 - 0.5 * func_texel.g);} + + float time_fact1 = (sin(base_rate*osg_SimulationTime)); + float time_fact2 = (sin(base_rate*osg_SimulationTime + 1.570)); + float time_fact3 = (sin(base_rate*osg_SimulationTime + 3.1415)); + float time_fact4 = (sin(base_rate*osg_SimulationTime + 4.712)); + + time_fact1 = smoothstep(0.0,1.0, time_fact1); + time_fact2 = smoothstep(0.0,1.0, time_fact2); + time_fact3 = smoothstep(0.0,1.0, time_fact3); + time_fact4 = smoothstep(0.0,1.0, time_fact4); + + rain_factor += DotNoise2D(rawPos.xy, 0.02 * droplet_size ,0.5, base_density ) * time_fact1; + rain_factor += DotNoise2D(rainPos.xy, 0.03 * droplet_size,0.4, base_density) * time_fact2; + rain_factor += DotNoise2D(rawPos.xy, 0.04 * droplet_size ,0.3, base_density)* time_fact3; + rain_factor += DotNoise2D(rainPos.xy, 0.05 * droplet_size ,0.25, base_density)* time_fact4; + } + + + // the static pattern of small droplets created by the splashes + + float sweep = min(1./splash_speed,1.0); + if ((use_mask ==1)&&(use_wipers==1)) {sweep *= (1.0 - func_texel.g);} + if (adaptive_mapping ==2) {rainPos = nPos;} + rain_factor += DropletNoise2D(rainPos.xy, 0.02 * droplet_size ,0.5, 0.6* rnorm * sweep); + rain_factor += DotNoise2D(rainPos.xy, 0.012 * droplet_size ,0.7, 0.6* rnorm * sweep); + } + +rain_factor = smoothstep(0.1,0.2, rain_factor) * (1.0 - smoothstep(0.4,1.0, rain_factor) * (0.2+0.8*noise_0003m)); + + +vec4 rainColor = vec4 (0.2,0.2, 0.2, 0.6 - 0.3 * smoothstep(1.0,2.0, splash_speed)); +rainColor.rgb *= length(light_diffuse)/1.73; + + + +// glass tint + + +vec4 outerColor = mix(texel, rainColor, rain_factor); +// now mix illuminated reflections in + +vec3 reflLitColor = reflection.rgb * lightmapcolor.rgb; + +outerColor.rgb = mix(outerColor.rgb, reflLitColor, clamp(reflection_strength * light_fraction,0.0,1.0)); +outerColor.a = max(outerColor.a, 0.1 * light_fraction * reflection_strength); + +outerColor *= tint; + + + + +// fogging - this is inside the glass + +vec4 fog_texel = vec4 (0.6,0.6,0.6, fog_level); + +if (use_mask == 1) {fog_texel.a = fog_texel.a * func_texel.r;} + +fog_texel *= vec4(light_diffuse.rgb,1.0); +fog_texel.rgb *= (1.0 + 3.0 * Mie); +fog_texel.a *= min((1.0 + 0.5 * Mie), 0.85); + + +vec4 fragColor; + +fragColor.rgb = mix(outerColor.rgb, fog_texel.rgb, fog_texel.a); +fragColor.a = max(outerColor.a, fog_texel.a); + +fragColor.rgb = filter_combined(fragColor.rgb); + + +gl_FragColor = clamp(fragColor,0.0,1.0); + + +} diff --git a/Shaders/hud-ALS.vert b/Shaders/hud-ALS.vert new file mode 100644 index 000000000..aa8a23527 --- /dev/null +++ b/Shaders/hud-ALS.vert @@ -0,0 +1,140 @@ +// -*-C++-*- +#version 120 + +varying vec2 rawPos; +varying vec2 nPos; +varying vec3 vertPos; +varying vec3 normal; +varying vec3 light_diffuse; +varying vec3 refl_vec; +varying float splash_angle; +varying float Mie; +varying float ambient_fraction; + +uniform float ground_scattering; +uniform float hazeLayerAltitude; +uniform float moonlight; +uniform float terminator; +uniform float splash_x; +uniform float splash_y; +uniform float splash_z; + +const float EarthRadius = 5800000.0; +const float terminator_width = 200000.0; + +float light_func (in float x, in float a, in float b, in float c, in float d, in float e) +{ +//x = x - 0.5; + +// use the asymptotics to shorten computations +if (x < -15.0) {return 0.0;} + +return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d)); +} + + +void main() +{ + +vec3 shadedFogColor = vec3(0.55, 0.67, 0.88); +vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight; + +// geometry for lighting +vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); +vec3 relPos = gl_Vertex.xyz - ep.xyz; +vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz; +vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0)); +float dist = length(relPos); +float vertex_alt = max(gl_Vertex.z,100.0); +float scattering = ground_scattering + (1.0 - ground_scattering) * smoothstep(hazeLayerAltitude -100.0, hazeLayerAltitude + 100.0, vertex_alt); +float yprime_alt = - sqrt(2.0 * EarthRadius * vertex_alt); +float earthShade = 0.6 * (1.0 - smoothstep(-terminator_width+ terminator, terminator_width + terminator, yprime_alt)) + 0.4; +float lightArg = (terminator-yprime_alt)/100000.0; + +// light computation + +vec3 light_ambient; + +light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 3.827, 1.08e-05, 1.0); +light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0); +light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0); +light_diffuse = light_diffuse * scattering; + + +light_ambient.r = light_func(lightArg, 0.236, 0.253, 1.073, 0.572, 0.33); +light_ambient.g = light_ambient.r * 0.4/0.33; +light_ambient.b = light_ambient.r * 0.5/0.33; + +float intensity; + +if (earthShade < 0.5) + { + intensity = length(light_ambient.xyz); + + light_ambient.rgb = intensity * normalize(mix(light_ambient.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.8,earthShade) )); + light_ambient.rgb = light_ambient.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade)); + + intensity = length(light_diffuse.xyz); + light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, 1.0 -smoothstep(0.4, 0.7,earthShade) )); + } + + +float MieFactor = dot(normalize(lightFull), normalize(relPos)); +Mie = smoothstep(0.9,1.0, MieFactor) * earthShade * earthShade * scattering; + + +// get a reflection vector for cube map + +vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; +normal = -normalize(gl_NormalMatrix * gl_Normal); +vec4 reflect_eye = vec4(reflect(ecPosition.xyz, normal), 0.0); +vec3 reflVec_stat = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz; +refl_vec = reflVec_stat; + +// get a projection plane orthogonal to the splash vector + +vec3 splash_vec = vec3 (splash_x, splash_y, splash_z); +vec3 corrected_splash = normalize(splash_vec); + +float angle = abs(dot(corrected_splash, gl_Normal)); + + +//corrected_splash = normalize(corrected_splash + 0.4* gl_Normal ); + + +vec3 base_1 = vec3 (-corrected_splash.y, corrected_splash.x, 0.0); +vec3 base_2 = cross (corrected_splash, base_1); + +base_1 = normalize(base_1); +base_2 = normalize(base_2); + +rawPos = vec2 (dot(gl_Vertex.xyz, base_1), dot(gl_Vertex.xyz, base_2)); + +base_1 = vec3 (-gl_Normal.y, gl_Normal.x, 0.0); +base_2 = cross(gl_Normal, base_1); + +base_1 = normalize(base_1); +base_2 = normalize(base_2); + +nPos = vec2 (dot(gl_Vertex.xyz, base_1), dot(gl_Vertex.xyz, base_2)); + +vertPos = gl_Vertex.xyz; + +splash_angle = dot(gl_Normal, corrected_splash); + +ambient_fraction = length(light_ambient.rgb)/(length(light_diffuse.rgb +light_ambient.rgb ) + 0.01); + + +gl_Position = ftransform(); +gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; + +vec4 diffuse_color = gl_FrontMaterial.diffuse; +vec4 ambient_color = gl_FrontMaterial.ambient; + +vec4 constant_term = gl_FrontMaterial.emission + ambient_color * vec4 (light_diffuse.rgb + light_ambient.rgb,1.0); +constant_term.a = min(diffuse_color.a, ambient_color.a); + +gl_FrontColor = constant_term; +gl_BackColor = gl_FrontColor; + +}