diff --git a/Effects/model-default.eff b/Effects/model-default.eff
index 0fc689570..3cafe42f2 100644
--- a/Effects/model-default.eff
+++ b/Effects/model-default.eff
@@ -50,8 +50,8 @@
-->
- Shaders/default.vert
- Shaders/default.frag
+ Shaders/model-default.vert
+ Shaders/model-default.frag
texture
diff --git a/Shaders/model-default.frag b/Shaders/model-default.frag
new file mode 100644
index 000000000..69b18221b
--- /dev/null
+++ b/Shaders/model-default.frag
@@ -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);
+}
diff --git a/Shaders/model-default.vert b/Shaders/model-default.vert
new file mode 100644
index 000000000..014464bb7
--- /dev/null
+++ b/Shaders/model-default.vert
@@ -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);
+}