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>
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3 changed files with 60 additions and 2 deletions
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-->
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-->
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</texture-unit>
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</texture-unit>
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<program>
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<program>
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<vertex-shader>Shaders/default.vert</vertex-shader>
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<vertex-shader>Shaders/model-default.vert</vertex-shader>
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<fragment-shader>Shaders/default.frag</fragment-shader>
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<fragment-shader>Shaders/model-default.frag</fragment-shader>
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</program>
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</program>
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<uniform>
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<uniform>
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<name>texture</name>
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<name>texture</name>
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31
Shaders/model-default.frag
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Shaders/model-default.frag
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// -*-C++-*-
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varying vec4 diffuse, constantColor;
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varying vec3 normal, lightDir, halfVector;
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varying float fogCoord;
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uniform sampler2D texture;
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void main()
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{
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vec3 n, halfV;
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float NdotL, NdotHV, fogFactor;
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vec4 color = constantColor;
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vec4 texel;
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vec4 fragColor;
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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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color += diffuse * NdotL;
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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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}
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texel = texture2D(texture, gl_TexCoord[0].st);
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fragColor = color * texel;
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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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27
Shaders/model-default.vert
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Shaders/model-default.vert
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// -*-C++-*-
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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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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varying vec4 diffuse, constantColor;
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varying vec3 normal, lightDir, halfVector;
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varying float fogCoord;
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void main()
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{
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vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
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gl_Position = ftransform();
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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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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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constantColor = gl_FrontLightModelProduct.sceneColor
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+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
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fogCoord = abs(ecPosition.z);
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}
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