Merge branch 'master' of gitorious.org:fg/fgdata
This commit is contained in:
commit
af39c395b6
12 changed files with 126 additions and 123 deletions
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@ -12,13 +12,13 @@
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-->
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<piston_engine name="IO320">
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<minmp unit="INHG"> 6.5 </minmp> <!-- Deprecated -->
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<minmp unit="INHG"> 8.3 </minmp> <!-- Deprecated -->
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<maxmp unit="INHG"> 28.5 </maxmp>
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<displacement unit="IN3"> 320.0 </displacement>
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<maxhp> 160.0 </maxhp>
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<!-- bsfc> 0.37 </bsfc -->
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<cycles> 4.0 </cycles>
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<idlerpm> 550.0 </idlerpm>
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<idlerpm> 600.0 </idlerpm>
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<maxrpm> 2700.0 </maxrpm>
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<maxthrottle> 1.0 </maxthrottle>
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<minthrottle> 0.1 </minthrottle>
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|
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@ -1,12 +0,0 @@
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<?xml version="1.0"?>
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<initialize name="reset00">
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<ubody unit="FT/SEC"> 3.76751 </ubody>
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<vbody unit="FT/SEC"> 149.591 </vbody>
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<wbody unit="FT/SEC"> -216.892 </wbody>
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<phi unit="DEG"> -1.56812 </phi>
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<theta unit="DEG"> -0.24805 </theta>
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<psi unit="DEG"> 3.50617 </psi>
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<longitude unit="DEG"> 0 </longitude>
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<latitude unit="DEG"> 0 </latitude>
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<altitude unit="FT"> 1170.89 </altitude>
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</initialize>
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@ -776,16 +776,20 @@ var autotrim = {
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# (see Hawker Seahawk for an example).
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#
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# SYNOPSIS:
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# aircraft.tyresmoke.new(<gear index>)
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# <gear index> - the index of the gear to which the tyre smoke is attached
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# aircraft.tyresmoke.new(gear index [, auto = 0])
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# gear index - the index of the gear to which the tyre smoke is attached
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# auto - enable automatic update (recommended). defaults to 0 for backward compatibility.
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# aircraft.tyresmoke.del()
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# destructor.
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# aircraft.tyresmoke.update()
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# Runs the update. Not required if automatic updates are enabled.
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#
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# EXAMPLE:
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# var tyresmoke_0 = aircraft.tyresmoke.new(0);
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# tyresmoke_0.update();
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#
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var tyresmoke = {
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new: func(number) {
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new: func(number, auto = 0) {
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var m = { parents: [tyresmoke] };
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me.vertical_speed = props.globals.initNode("velocities/vertical-speed-fps");
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me.speed = props.globals.initNode("velocities/groundspeed-kt");
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@ -798,6 +802,8 @@ var tyresmoke = {
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m.sprayspeed = gear.initNode("sprayspeed-ms");
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m.spray = gear.initNode("spray", 0, "BOOL");
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m.spraydensity = gear.initNode("spray-density", 0, "DOUBLE");
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m.auto = auto;
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m.listener = nil;
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if (getprop("sim/flight-model") == "jsb") {
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var wheel_speed = "fdm/jsbsim/gear/unit[" ~ number ~ "]/wheel-speed-fps";
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@ -809,8 +815,16 @@ var tyresmoke = {
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}
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m.lp = lowpass.new(2);
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auto and m.update();
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return m;
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},
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del: func {
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if (me.listener != nil) {
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removelistener(me.listener);
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me.listener = nil;
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}
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me.auto = 0;
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},
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update: func {
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var rollspeed = me.get_rollspeed();
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var vert_speed = me.vertical_speed.getValue();
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@ -829,23 +843,67 @@ var tyresmoke = {
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me.tyresmoke.setValue(1);
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me.spray.setValue(0);
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me.spraydensity.setValue(0);
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} elsif (wow and groundspeed > 5 and rain >= 0.20) {
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me.tyresmoke.setValue(0);
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me.spray.setValue(1);
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me.sprayspeed.setValue(rollspeed * 6);
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me.spraydensity.setValue(rain * groundspeed);
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} else {
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me.tyresmoke.setValue(0);
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me.spray.setValue(0);
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me.sprayspeed.setValue(0);
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me.spraydensity.setValue(0);
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}
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if (me.auto) {
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if (wow) {
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settimer(func me.update(), 0);
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if (me.listener != nil) {
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removelistener(me.listener);
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me.listener = nil;
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}
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} elsif (me.listener == nil) {
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me.listener = setlistener(me.wow, func me._wowchanged_(), 0, 0);
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}
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}
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},
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_wowchanged_: func() {
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if (me.wow.getValue()) {
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me.lp.set(0);
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me.update();
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}
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},
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};
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# tyresmoke_system
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# =============================================================================
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# Helper class to contain the tyresmoke objects for all the gears.
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# Will update automatically, nothing else needs to be done by the caller.
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#
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# SYNOPSIS:
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# aircraft.tyresmoke_system.new(<gear index 1>, <gear index 2>, ...)
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# <gear index> - the index of the gear to which the tyre smoke is attached
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# aircraft.tyresmoke_system.del()
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# destructor
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# EXAMPLE:
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# var tyresmoke_system = aircraft.tyresmoke_system.new(0, 1, 2, 3, 4);
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var tyresmoke_system = {
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new: func {
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var m = { parents: [tyresmoke_system] };
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# preset array to proper size
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m.gears = [];
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setsize(m.gears, size(arg));
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for(var i = size(arg) - 1; i >= 0; i -= 1) {
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m.gears[i] = tyresmoke.new(arg[i], 1);
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}
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return m;
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},
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del: func {
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foreach(var gear; me.gears) {
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gear.del();
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}
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}
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};
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# rain
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# =============================================================================
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@ -1,8 +1,6 @@
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# Properties under /consumables/fuel/tank[n]:
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# + level-gal_us - Current fuel load. Can be set by user code.
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# + level-lbs - OUTPUT ONLY property, do not try to set
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# + level-lbs - Current fuel load. Can be set by user code.
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# + selected - boolean indicating tank selection.
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# + density-ppg - Fuel density, in lbs/gallon.
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# + capacity-gal_us - Tank capacity
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#
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# Properties under /engines/engine[n]:
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@ -42,11 +40,10 @@ var update = func {
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} else {
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var fuel_per_tank = consumed_fuel / size(selected_tanks);
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foreach (var t; selected_tanks) {
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var ppg = t.getNode("density-ppg").getValue();
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var lbs = t.getNode("level-gal_us").getValue() * ppg;
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var lbs = t.getNode("level-lbs").getValue();
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lbs = lbs - fuel_per_tank;
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if (lbs < 0) {
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lbs = 0;
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t.getNode("level-lbs").setDoubleValue(lbs);
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if( t.getNode("empty").getBoolValue() ) {
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# Kill the engines if we're told to, otherwise simply
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# deselect the tank.
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if (t.getNode("kill-when-empty", 1).getBoolValue())
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@ -54,27 +51,9 @@ var update = func {
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else
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t.getNode("selected").setBoolValue(0);
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}
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var gals = lbs / ppg;
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t.getNode("level-gal_us").setDoubleValue(gals);
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t.getNode("level-lbs").setDoubleValue(lbs);
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}
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}
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# Total fuel properties
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var lbs = 0;
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var gals = 0;
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var cap = 0;
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foreach (var t; tanks) {
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lbs += t.getNode("level-lbs").getValue();
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gals += t.getNode("level-gal_us").getValue();
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cap += t.getNode("capacity-gal_us").getValue();
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}
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total_lbs.setDoubleValue(lbs);
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total_gals.setDoubleValue(gals);
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total_norm.setDoubleValue(gals / cap);
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foreach (var e; engines)
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e.getNode("out-of-fuel").setBoolValue(out_of_fuel);
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}
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@ -85,22 +64,13 @@ var loop = func {
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settimer(loop, UPDATE_PERIOD);
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}
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var tanks = [];
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var engines = [];
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var fuel_freeze = nil;
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var total_gals = nil;
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var total_lbs = nil;
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var total_norm = nil;
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_setlistener("/sim/signals/fdm-initialized", func {
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setlistener("/sim/freeze/fuel", func(n) { fuel_freeze = n.getBoolValue() }, 1);
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total_gals = props.globals.getNode("/consumables/fuel/total-fuel-gals", 1);
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total_lbs = props.globals.getNode("/consumables/fuel/total-fuel-lbs", 1);
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total_norm = props.globals.getNode("/consumables/fuel/total-fuel-norm", 1);
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engines = props.globals.getNode("engines", 1).getChildren("engine");
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foreach (var e; engines) {
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e.getNode("fuel-consumed-lbs", 1).setDoubleValue(0);
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@ -112,10 +82,6 @@ _setlistener("/sim/signals/fdm-initialized", func {
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continue; # skip native_fdm.cxx generated zombie tanks
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append(tanks, t);
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t.initNode("level-gal_us", 0.0);
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t.initNode("level-lbs", 0.0);
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t.initNode("capacity-gal_us", 0.01); # not zero (div/zero issue)
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t.initNode("density-ppg", 6.0); # gasoline
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t.initNode("selected", 1, "BOOL");
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}
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@ -2,11 +2,11 @@
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// Licence: GPL v2
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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 VTangent;
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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_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 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 += 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 fogCoord = ecPosition.z;
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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 = clamp(fogFactor, 0.0, 1.0);
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|
|
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@ -2,23 +2,24 @@
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// Licence: GPL v2
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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 VTangent;
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varying vec3 VBinormal;
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varying vec4 constantColor;
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|
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attribute vec3 tangent;
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attribute vec3 binormal;
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void main (void)
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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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VTangent = normalize(gl_NormalMatrix * tangent);
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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_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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|
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void main()
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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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vec4 color = gl_Color;
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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 fragColor;
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vec4 specular = vec4(0.0);
|
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n = normalize(normal);
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|
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// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
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n = (2.0 * gl_Color.a - 1.0) * normal;
|
||||
n = normalize(n);
|
||||
|
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n = (2.0 * gl_Color.a - 1.0) * n;
|
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NdotL = max(dot(n, lightDir), 0.0);
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NdotL = dot(n, lightDir);
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if (NdotL > 0.0) {
|
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color += diffuse_term * NdotL;
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halfV = halfVector;
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NdotHV = max(dot(n, halfV), 0.0);
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NdotHV = max(dot(n, halfVector), 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
|
||||
|
|
|
@ -22,11 +22,11 @@ void main()
|
|||
vec4 texel;
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||||
vec4 fragColor;
|
||||
vec4 specular = vec4(0.0);
|
||||
n = normalize(normal);
|
||||
// If gl_Color.a == 0, this is a back-facing polygon and the
|
||||
// normal should be reversed.
|
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n = (2.0 * gl_Color.a - 1.0) * n;
|
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NdotL = max(dot(n, lightDir), 0.0);
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n = (2.0 * gl_Color.a - 1.0) * normal;
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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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color += diffuse_term * NdotL;
|
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halfV = normalize(halfVector);
|
||||
|
|
|
@ -4,19 +4,17 @@
|
|||
|
||||
#version 120
|
||||
|
||||
varying vec4 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 rawpos;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 Normal;
|
||||
varying vec4 constantColor;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 reflVec;
|
||||
|
||||
varying vec4 Diffuse;
|
||||
varying vec3 lightDir, halfVector;
|
||||
varying float alpha, fogCoord;
|
||||
varying float alpha;
|
||||
varying float fogCoord;
|
||||
|
||||
uniform samplerCube Environment;
|
||||
uniform sampler2D Rainbow;
|
||||
|
@ -37,7 +35,12 @@ void main (void)
|
|||
{
|
||||
vec3 halfV;
|
||||
float NdotL, NdotHV;
|
||||
vec4 color = constantColor;
|
||||
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||||
|
||||
|
||||
vec4 color = gl_Color;
|
||||
vec4 specular = vec4(0.0);
|
||||
vec4 ns = texture2D(NormalTex, gl_TexCoord[0].st);
|
||||
vec3 n = ns.rgb * 2.0 - 1.0;
|
||||
|
@ -61,7 +64,6 @@ void main (void)
|
|||
vec4 texelcolor = color * texel + specular;
|
||||
|
||||
// calculate the fog factor
|
||||
float fogCoord = ecPosition.z;
|
||||
const float LOG2 = 1.442695;
|
||||
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
||||
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
|
|
|
@ -2,19 +2,17 @@
|
|||
// Licence: GPL v2
|
||||
// Author: Vivian Meazza.
|
||||
|
||||
varying vec4 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 rawpos;
|
||||
varying float fogCoord;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 VTangent;
|
||||
varying vec3 VBinormal;
|
||||
varying vec3 Normal;
|
||||
varying vec4 constantColor;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 reflVec;
|
||||
|
||||
varying vec4 Diffuse;
|
||||
varying vec3 normal, lightDir, halfVector;
|
||||
varying float alpha, fogCoord;
|
||||
varying float alpha;
|
||||
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
|
||||
|
@ -23,23 +21,23 @@ attribute vec3 binormal;
|
|||
|
||||
void main(void)
|
||||
{
|
||||
rawpos = gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
|
||||
rawpos = gl_Vertex.xyz / gl_Vertex.w;
|
||||
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
ecPosition.xyz = ecPosition.xyz / ecPosition.w;
|
||||
fogCoord = ecPosition.z;
|
||||
|
||||
vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
|
||||
vec3 b = normalize(cross(gl_Normal,t));
|
||||
vec3 n = normalize(gl_Normal);
|
||||
vec3 t = cross(gl_Normal, vec3(1.0,0.0,0.0));
|
||||
vec3 b = cross(n,t);
|
||||
|
||||
VNormal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
VTangent = normalize(gl_NormalMatrix * tangent);
|
||||
VBinormal = normalize(gl_NormalMatrix * binormal);
|
||||
Normal = normalize(gl_Normal);
|
||||
|
||||
lightDir = normalize(vec3(gl_LightSource[0].position));
|
||||
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
|
||||
Diffuse = gl_Color * gl_LightSource[0].diffuse;
|
||||
//Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
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||||
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||||
// Super hack: if diffuse material alpha is less than 1, assume a
|
||||
// transparency animation is at work
|
||||
if (gl_FrontMaterial.diffuse.a < 1.0)
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||||
|
@ -47,8 +45,6 @@ void main(void)
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else
|
||||
alpha = gl_Color.a;
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||||
|
||||
fogCoord = abs(ecPosition3.z);
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||||
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// Vertex in eye coordinates
|
||||
vec3 vertVec = ecPosition.xyz;
|
||||
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||||
|
@ -60,9 +56,7 @@ void main(void)
|
|||
vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
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||||
reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
|
||||
|
||||
gl_FrontColor = gl_Color;
|
||||
constantColor = gl_FrontMaterial.emission
|
||||
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
||||
gl_FrontColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
|
||||
|
||||
gl_Position = ftransform();
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
|
|
|
@ -4,17 +4,15 @@
|
|||
|
||||
#version 120
|
||||
|
||||
varying vec4 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 rawpos;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 Normal;
|
||||
varying vec4 constantColor;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 reflVec;
|
||||
|
||||
varying vec4 Diffuse;
|
||||
varying vec3 lightDir, halfVector;
|
||||
varying float alpha, fogCoord;
|
||||
varying float alpha;
|
||||
varying float fogCoord;
|
||||
|
||||
uniform samplerCube Environment;
|
||||
uniform sampler2D Rainbow;
|
||||
|
@ -36,8 +34,11 @@ void main (void)
|
|||
float NdotL, NdotHV;
|
||||
vec4 color = constantColor;
|
||||
vec4 specular = vec4(0.0);
|
||||
n = VNormal;
|
||||
NdotL = max(0.0, dot(n, lightDir));
|
||||
n = normalize(VNormal);
|
||||
vec3 lightDir = gl_LightSource[0].position.xyz;
|
||||
vec3 halfVector = gl_LightSource[0].halfVector.xyz;
|
||||
|
||||
NdotL = dot(n, lightDir);
|
||||
|
||||
// calculate the specular light
|
||||
if (NdotL > 0.0) {
|
||||
|
@ -56,7 +57,6 @@ void main (void)
|
|||
vec4 texelcolor = color * texel + specular;
|
||||
|
||||
// calculate the fog factor
|
||||
float fogCoord = ecPosition.z;
|
||||
const float LOG2 = 1.442695;
|
||||
float fogFactor = exp2(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord * LOG2);
|
||||
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
|
|
|
@ -2,17 +2,15 @@
|
|||
// Licence: GPL v2
|
||||
// Author: Vivian Meazza.
|
||||
|
||||
varying vec4 rawpos;
|
||||
varying vec4 ecPosition;
|
||||
varying vec3 rawpos;
|
||||
varying vec3 VNormal;
|
||||
varying vec3 Normal;
|
||||
varying vec4 constantColor;
|
||||
varying vec3 vViewVec;
|
||||
varying vec3 reflVec;
|
||||
|
||||
varying vec4 Diffuse;
|
||||
varying vec3 normal, lightDir, halfVector;
|
||||
varying float alpha, fogCoord;
|
||||
varying float alpha;
|
||||
varying float fogCoord;
|
||||
|
||||
uniform mat4 osg_ViewMatrixInverse;
|
||||
|
||||
|
@ -20,19 +18,16 @@ uniform mat4 osg_ViewMatrixInverse;
|
|||
|
||||
void main(void)
|
||||
{
|
||||
rawpos = gl_Vertex;
|
||||
ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
|
||||
rawpos = gl_Vertex.xyz / gl_Vertex.w;
|
||||
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
|
||||
ecPosition.xyz = ecPosition.xyz / ecPosition.w;
|
||||
|
||||
vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
|
||||
vec3 b = normalize(cross(gl_Normal,t));
|
||||
vec3 n = normalize(gl_Normal);
|
||||
|
||||
VNormal = normalize(gl_NormalMatrix * gl_Normal);
|
||||
Normal = normalize(gl_Normal);
|
||||
|
||||
lightDir = normalize(vec3(gl_LightSource[0].position));
|
||||
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
|
||||
Diffuse = gl_Color * gl_LightSource[0].diffuse;
|
||||
//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
|
||||
|
@ -42,7 +37,7 @@ void main(void)
|
|||
else
|
||||
alpha = gl_Color.a;
|
||||
|
||||
fogCoord = abs(ecPosition3.z);
|
||||
fogCoord = abs(ecPosition.z);
|
||||
|
||||
// Vertex in eye coordinates
|
||||
vec3 vertVec = ecPosition.xyz;
|
||||
|
|
Loading…
Reference in a new issue