Merge branch 'master' of git://gitorious.org/fg/fgdata
This commit is contained in:
commit
955f3b716d
8 changed files with 57 additions and 66 deletions
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@ -2,11 +2,11 @@
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// Licence: GPL v2
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// Licence: GPL v2
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// Author: Frederic Bouvier
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// Author: Frederic Bouvier
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varying vec4 ecPosition;
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varying float fogCoord;
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varying vec3 VNormal;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 VBinormal;
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varying vec4 constantColor;
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uniform sampler2D tex_color;
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uniform sampler2D tex_color;
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uniform sampler2D tex_normal;
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uniform sampler2D tex_normal;
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@ -29,7 +29,7 @@ void main (void)
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vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
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vec4 Diffuse = gl_LightSource[0].diffuse * nDotVP;
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vec4 Specular = gl_LightSource[0].specular * pf;
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vec4 Specular = gl_LightSource[0].specular * pf;
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vec4 color = constantColor + Diffuse * gl_FrontMaterial.diffuse;
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vec4 color = gl_Color + Diffuse * gl_FrontMaterial.diffuse;
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color *= texture2D(tex_color, gl_TexCoord[0].xy);
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color *= texture2D(tex_color, gl_TexCoord[0].xy);
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color += Specular * gl_FrontMaterial.specular * ns.a;
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color += Specular * gl_FrontMaterial.specular * ns.a;
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@ -37,7 +37,6 @@ void main (void)
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float fogFactor;
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float fogFactor;
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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const float LOG2 = 1.442695;
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fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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@ -2,23 +2,24 @@
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// Licence: GPL v2
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// Licence: GPL v2
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// Author: Frederic Bouvier
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// Author: Frederic Bouvier
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varying vec4 ecPosition;
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varying float fogCoord;
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varying vec3 VNormal;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 VBinormal;
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varying vec4 constantColor;
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attribute vec3 tangent;
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attribute vec3 tangent;
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attribute vec3 binormal;
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attribute vec3 binormal;
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void main (void)
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void main (void)
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{
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{
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec4 pos = gl_ModelViewMatrix * gl_Vertex;
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fogCoord = pos.z / pos.w;
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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VTangent = normalize(gl_NormalMatrix * tangent);
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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constantColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
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gl_FrontColor = constantColor;
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gl_FrontColor = gl_FrontLightModelProduct.sceneColor + gl_LightSource[0].ambient * gl_FrontMaterial.ambient;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = ftransform();
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gl_Position = ftransform();
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}
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}
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@ -14,7 +14,7 @@ float luminance(vec3 color)
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void main()
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void main()
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{
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{
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vec3 n, halfV;
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vec3 n;
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float NdotL, NdotHV, fogFactor;
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float NdotL, NdotHV, fogFactor;
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vec4 color = gl_Color;
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vec4 color = gl_Color;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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@ -22,16 +22,16 @@ void main()
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vec4 texel;
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vec4 texel;
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vec4 fragColor;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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vec4 specular = vec4(0.0);
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n = normalize(normal);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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// normal should be reversed.
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n = (2.0 * gl_Color.a - 1.0) * normal;
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n = normalize(n);
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n = (2.0 * gl_Color.a - 1.0) * n;
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NdotL = dot(n, lightDir);
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NdotL = max(dot(n, lightDir), 0.0);
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if (NdotL > 0.0) {
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if (NdotL > 0.0) {
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color += diffuse_term * NdotL;
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color += diffuse_term * NdotL;
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halfV = halfVector;
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NdotHV = max(dot(n, halfVector), 0.0);
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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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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* gl_LightSource[0].specular.rgb
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* gl_LightSource[0].specular.rgb
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@ -22,11 +22,11 @@ void main()
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vec4 texel;
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vec4 texel;
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vec4 fragColor;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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vec4 specular = vec4(0.0);
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n = normalize(normal);
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// If gl_Color.a == 0, this is a back-facing polygon and the
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// normal should be reversed.
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// normal should be reversed.
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n = (2.0 * gl_Color.a - 1.0) * n;
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n = (2.0 * gl_Color.a - 1.0) * normal;
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NdotL = max(dot(n, lightDir), 0.0);
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n = normalize(n);
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NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
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if (NdotL > 0.0) {
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color += diffuse_term * NdotL;
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color += diffuse_term * NdotL;
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halfV = normalize(halfVector);
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halfV = normalize(halfVector);
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@ -4,19 +4,17 @@
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#version 120
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#version 120
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varying vec4 rawpos;
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varying vec3 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec3 vViewVec;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec3 reflVec;
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varying vec4 Diffuse;
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varying vec4 Diffuse;
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varying vec3 lightDir, halfVector;
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varying float alpha;
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varying float alpha, fogCoord;
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varying float fogCoord;
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uniform samplerCube Environment;
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uniform samplerCube Environment;
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uniform sampler2D Rainbow;
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uniform sampler2D Rainbow;
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@ -37,7 +35,12 @@ void main (void)
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{
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{
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vec3 halfV;
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vec3 halfV;
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float NdotL, NdotHV;
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float NdotL, NdotHV;
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vec4 color = constantColor;
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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 color = gl_Color;
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vec4 specular = vec4(0.0);
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vec4 specular = vec4(0.0);
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vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st);
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vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st);
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vec3 n = ns.rgb * 2.0 - 1.0;
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vec3 n = ns.rgb * 2.0 - 1.0;
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@ -61,7 +64,6 @@ void main (void)
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vec4 texelcolor = color * texel + specular;
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vec4 texelcolor = color * texel + specular;
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// calculate the fog factor
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// calculate the fog factor
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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const float LOG2 = 1.442695;
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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@ -2,19 +2,17 @@
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// Licence: GPL v2
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// Licence: GPL v2
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// Author: Vivian Meazza.
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// Author: Vivian Meazza.
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varying vec4 rawpos;
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varying vec3 rawpos;
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varying vec4 ecPosition;
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varying float fogCoord;
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varying vec3 VNormal;
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varying vec3 VNormal;
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varying vec3 VTangent;
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varying vec3 VTangent;
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varying vec3 VBinormal;
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varying vec3 VBinormal;
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varying vec3 Normal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec3 vViewVec;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec3 reflVec;
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varying vec4 Diffuse;
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varying vec4 Diffuse;
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varying vec3 normal, lightDir, halfVector;
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varying float alpha;
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varying float alpha, fogCoord;
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uniform mat4 osg_ViewMatrixInverse;
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uniform mat4 osg_ViewMatrixInverse;
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@ -23,23 +21,23 @@ attribute vec3 binormal;
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void main(void)
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void main(void)
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{
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{
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rawpos = gl_Vertex;
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rawpos = gl_Vertex.xyz / gl_Vertex.w;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
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ecPosition.xyz = ecPosition.xyz / ecPosition.w;
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fogCoord = ecPosition.z;
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vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
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vec3 b = normalize(cross(gl_Normal,t));
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vec3 n = normalize(gl_Normal);
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vec3 n = normalize(gl_Normal);
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vec3 t = cross(gl_Normal, vec3(1.0,0.0,0.0));
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vec3 b = cross(n,t);
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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VTangent = normalize(gl_NormalMatrix * tangent);
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VTangent = normalize(gl_NormalMatrix * tangent);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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VBinormal = normalize(gl_NormalMatrix * binormal);
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Normal = normalize(gl_Normal);
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Normal = normalize(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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Diffuse = gl_Color * gl_LightSource[0].diffuse;
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//Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
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//Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
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// Super hack: if diffuse material alpha is less than 1, assume 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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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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if (gl_FrontMaterial.diffuse.a < 1.0)
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@ -47,8 +45,6 @@ void main(void)
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else
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else
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alpha = gl_Color.a;
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alpha = gl_Color.a;
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fogCoord = abs(ecPosition3.z);
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// Vertex in eye coordinates
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// Vertex in eye coordinates
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vec3 vertVec = ecPosition.xyz;
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vec3 vertVec = ecPosition.xyz;
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@ -60,10 +56,8 @@ void main(void)
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vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
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vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
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reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
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reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
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gl_FrontColor = gl_Color;
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gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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constantColor = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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}
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@ -4,17 +4,15 @@
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#version 120
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#version 120
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varying vec4 rawpos;
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varying vec3 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec4 constantColor;
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varying vec3 vViewVec;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec3 reflVec;
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varying vec4 Diffuse;
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varying vec4 Diffuse;
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varying vec3 lightDir, halfVector;
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varying float alpha;
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varying float alpha, fogCoord;
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varying float fogCoord;
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uniform samplerCube Environment;
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uniform samplerCube Environment;
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uniform sampler2D Rainbow;
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uniform sampler2D Rainbow;
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@ -36,8 +34,11 @@ void main (void)
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float NdotL, NdotHV;
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float NdotL, NdotHV;
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vec4 color = constantColor;
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vec4 color = constantColor;
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vec4 specular = vec4(0.0);
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vec4 specular = vec4(0.0);
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n = VNormal;
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n = normalize(VNormal);
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NdotL = max(0.0, dot(n, lightDir));
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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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NdotL = dot(n, lightDir);
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// calculate the specular light
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// calculate the specular light
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if (NdotL > 0.0) {
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if (NdotL > 0.0) {
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@ -56,7 +57,6 @@ void main (void)
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vec4 texelcolor = color * texel + specular;
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vec4 texelcolor = color * texel + specular;
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// calculate the fog factor
|
// calculate the fog factor
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float fogCoord = ecPosition.z;
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const float LOG2 = 1.442695;
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const float LOG2 = 1.442695;
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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|
|
@ -2,17 +2,15 @@
|
||||||
// Licence: GPL v2
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// Licence: GPL v2
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||||||
// Author: Vivian Meazza.
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// Author: Vivian Meazza.
|
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|
|
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varying vec4 rawpos;
|
varying vec3 rawpos;
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varying vec4 ecPosition;
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|
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varying vec3 VNormal;
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varying vec3 VNormal;
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varying vec3 Normal;
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|
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varying vec4 constantColor;
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varying vec4 constantColor;
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||||||
varying vec3 vViewVec;
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varying vec3 vViewVec;
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||||||
varying vec3 reflVec;
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varying vec3 reflVec;
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||||||
|
|
||||||
varying vec4 Diffuse;
|
varying vec4 Diffuse;
|
||||||
varying vec3 normal, lightDir, halfVector;
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varying float alpha;
|
||||||
varying float alpha, fogCoord;
|
varying float fogCoord;
|
||||||
|
|
||||||
uniform mat4 osg_ViewMatrixInverse;
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uniform mat4 osg_ViewMatrixInverse;
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@ -20,19 +18,16 @@ uniform mat4 osg_ViewMatrixInverse;
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void main(void)
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void main(void)
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{
|
{
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rawpos = gl_Vertex;
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rawpos = gl_Vertex.xyz / gl_Vertex.w;
|
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
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ecPosition.xyz = ecPosition.xyz / ecPosition.w;
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||||||
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vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
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vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
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vec3 b = normalize(cross(gl_Normal,t));
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vec3 b = normalize(cross(gl_Normal,t));
|
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vec3 n = normalize(gl_Normal);
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vec3 n = normalize(gl_Normal);
|
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|
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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|
||||||
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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;
|
Diffuse = gl_Color * gl_LightSource[0].diffuse;
|
||||||
//Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
|
//Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
|
||||||
// Super hack: if diffuse material alpha is less than 1, assume a
|
// Super hack: if diffuse material alpha is less than 1, assume a
|
||||||
|
@ -42,7 +37,7 @@ void main(void)
|
||||||
else
|
else
|
||||||
alpha = gl_Color.a;
|
alpha = gl_Color.a;
|
||||||
|
|
||||||
fogCoord = abs(ecPosition3.z);
|
fogCoord = abs(ecPosition.z);
|
||||||
|
|
||||||
// Vertex in eye coordinates
|
// Vertex in eye coordinates
|
||||||
vec3 vertVec = ecPosition.xyz;
|
vec3 vertVec = ecPosition.xyz;
|
||||||
|
@ -61,4 +56,4 @@ void main(void)
|
||||||
|
|
||||||
gl_Position = ftransform();
|
gl_Position = ftransform();
|
||||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue