Add shaders for osgText
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Effects/text-default.eff
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Effects/text-default.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/text-default</name>
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<technique n="10">
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<pass>
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<lighting>true</lighting>
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<blend>
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<active>true</active>
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</blend>
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<rendering-hint>transparent</rendering-hint>
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<program>
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<vertex-shader>Shaders/text.vert</vertex-shader>
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<fragment-shader>Shaders/text.frag</fragment-shader>
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<fragment-shader>Shaders/include_fog.frag</fragment-shader>
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</program>
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<uniform>
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<name>glyphTexture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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</pass>
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</technique>
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</PropertyList>
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44
Shaders/text.frag
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Shaders/text.frag
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#version 120
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uniform sampler2D glyphTexture;
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec4 ecPosition;
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////fog "include" /////
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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void main()
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{
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float alpha = texture2D(glyphTexture, gl_TexCoord[0].st).a;
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if (alpha == 0.0) discard;
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float NdotL, NdotHV, fogFactor;
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vec4 color = gl_Color;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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NdotL = dot(normal, lightDir);
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if (NdotL > 0.0) {
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color += diffuse_term * NdotL;
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NdotHV = max(dot(normal, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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fragColor = color + specular;
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fragColor = vec4(fragColor.rgb, fragColor.a * alpha);
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fragColor.rgb = fog_Func(fragColor.rgb, 0);
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gl_FragColor = fragColor;
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}
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Shaders/text.vert
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Shaders/text.vert
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#version 120
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec4 ecPosition;
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void main()
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{
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gl_Position = ftransform();
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = gl_NormalMatrix * gl_Normal;
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diffuse_term = gl_FrontMaterial.diffuse * gl_LightSource[0].diffuse;
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gl_FrontColor = gl_FrontMaterial.emission + gl_FrontMaterial.ambient *
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(gl_LightModel.ambient + gl_LightSource[0].ambient);
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}
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