light two-sided polygons
Also, remove model-default.frag; for the moment one fragment shader works for both terrain and models. Author: Tim Moore <timoore@redhat.com>
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4 changed files with 13 additions and 44 deletions
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@ -62,7 +62,7 @@
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</texture-unit>
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<program>
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<vertex-shader>Shaders/model-default.vert</vertex-shader>
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<fragment-shader>Shaders/model-default.frag</fragment-shader>
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<fragment-shader>Shaders/default.frag</fragment-shader>
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</program>
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<uniform>
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<name>texture</name>
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@ -1,21 +1,27 @@
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// -*-C++-*-
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varying vec4 diffuse, ambient;
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varying vec4 diffuse, constantColor;
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varying vec3 normal, lightDir, halfVector;
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varying float fogCoord, alpha;
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uniform sampler2D texture;
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float luminance(vec3 color)
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{
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return dot(vec3(0.212671, 0.715160, 0.072169), color);
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}
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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 = ambient + gl_FrontMaterial.emission;
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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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if (!gl_FrontFacing)
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n = -n;
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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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@ -8,7 +8,7 @@
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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, ambient;
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varying vec4 diffuse, constantColor;
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varying vec3 normal, lightDir, halfVector;
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varying float fogCoord, alpha;
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@ -22,7 +22,7 @@ void main()
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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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ambient = gl_Color * gl_LightSource[0].ambient;
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ambient += gl_Color * gl_LightModel.ambient;
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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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@ -1,37 +0,0 @@
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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 alpha, 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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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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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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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 + 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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