clamp lighting values and support transparency material animation
The transparency animation support is a hack, but should get the job done for a bit. Author: Tim Moore <timoore@redhat.com>
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3 changed files with 27 additions and 11 deletions
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@ -13,7 +13,8 @@ void main()
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vec4 color = ambient + gl_FrontMaterial.emission;
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vec4 texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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n = normalize(normal);
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NdotL = max(dot(n, lightDir), 0.0);
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if (NdotL > 0.0) {
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@ -21,12 +22,17 @@ void main()
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halfV = normalize(halfVector);
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NdotHV = max(dot(n, halfV), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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color += gl_FrontMaterial.specular * gl_LightSource[0].specular
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* pow(NdotHV, gl_FrontMaterial.shininess);
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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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color.a = alpha;
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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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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel;
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fragColor = color * texel + specular;
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fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
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}
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@ -13,7 +13,7 @@ void main()
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vec4 color = constantColor;
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vec4 texel;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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n = normalize(normal);
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NdotL = max(dot(n, lightDir), 0.0);
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if (NdotL > 0.0) {
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@ -21,12 +21,17 @@ void main()
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halfV = normalize(halfVector);
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NdotHV = max(dot(n, halfV), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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color += gl_FrontMaterial.specular * gl_LightSource[0].specular
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* pow(NdotHV, gl_FrontMaterial.shininess);
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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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color.a = alpha;
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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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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel;
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fragColor = color * texel + specular;
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fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
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gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
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}
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@ -5,8 +5,8 @@
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Diffuse and ambient colors come from the gl_Color. This is
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// equivalent to osg::Material::AMBIENT_AND_DIFFUSE.
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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varying vec4 diffuse, constantColor;
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varying vec3 normal, lightDir, halfVector;
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@ -22,7 +22,12 @@ void main()
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lightDir = normalize(vec3(gl_LightSource[0].position));
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halfVector = normalize(gl_LightSource[0].halfVector.xyz);
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diffuse = gl_Color * gl_LightSource[0].diffuse;
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alpha = gl_Color.a;
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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alpha = gl_FrontMaterial.diffuse.a;
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else
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alpha = gl_Color.a;
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constantColor = gl_FrontLightModelProduct.sceneColor
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+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
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fogCoord = abs(ecPosition3.z);
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