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Created different default shaders for models.

These use the vertex color as the diffuse part of the lighting equation,
instead of both ambient and diffuse.


Author: Tim Moore <timoore@redhat.com>
This commit is contained in:
timoore 2009-11-14 06:19:09 +00:00
parent a2481d8e60
commit 8e2077e330
3 changed files with 60 additions and 2 deletions

View file

@ -50,8 +50,8 @@
-->
</texture-unit>
<program>
<vertex-shader>Shaders/default.vert</vertex-shader>
<fragment-shader>Shaders/default.frag</fragment-shader>
<vertex-shader>Shaders/model-default.vert</vertex-shader>
<fragment-shader>Shaders/model-default.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>

View file

@ -0,0 +1,31 @@
// -*-C++-*-
varying vec4 diffuse, constantColor;
varying vec3 normal, lightDir, halfVector;
varying float fogCoord;
uniform sampler2D texture;
void main()
{
vec3 n, halfV;
float NdotL, NdotHV, fogFactor;
vec4 color = constantColor;
vec4 texel;
vec4 fragColor;
n = normalize(normal);
NdotL = max(dot(n, lightDir), 0.0);
if (NdotL > 0.0) {
color += diffuse * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n, halfV), 0.0);
if (gl_FrontMaterial.shininess > 0.0)
color += gl_FrontMaterial.specular * gl_LightSource[0].specular
* pow(NdotHV, gl_FrontMaterial.shininess);
}
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel;
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
}

View file

@ -0,0 +1,27 @@
// -*-C++-*-
// Shader that uses OpenGL state values to do per-pixel lighting
//
// The only light used is gl_LightSource[0], which is assumed to be
// directional.
//
// Diffuse and ambient colors come from the gl_Color. This is
// equivalent to osg::Material::AMBIENT_AND_DIFFUSE.
varying vec4 diffuse, constantColor;
varying vec3 normal, lightDir, halfVector;
varying float fogCoord;
void main()
{
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
lightDir = normalize(vec3(gl_LightSource[0].position));
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
diffuse = gl_Color * gl_LightSource[0].diffuse;
constantColor = gl_FrontLightModelProduct.sceneColor
+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
fogCoord = abs(ecPosition.z);
}