diff --git a/Effects/material-diffuse.eff b/Effects/material-diffuse.eff
new file mode 100644
index 000000000..0d612451c
--- /dev/null
+++ b/Effects/material-diffuse.eff
@@ -0,0 +1,14 @@
+
+
+ Effects/material-off
+ Effects/model-default
+
+
+
+ Shaders/mode-diffuse.vert
+ Shaders/mat-anim.vert
+ Shaders/mat-anim.frag
+
+
+
+
diff --git a/Effects/material-off.eff b/Effects/material-off.eff
new file mode 100644
index 000000000..1d08cc3fc
--- /dev/null
+++ b/Effects/material-off.eff
@@ -0,0 +1,14 @@
+
+
+ Effects/material-off
+ Effects/model-default
+
+
+
+ Shaders/mode-off.vert
+ Shaders/mat-anim.vert
+ Shaders/mat-anim.frag
+
+
+
+
diff --git a/Shaders/mat-anim.frag b/Shaders/mat-anim.frag
new file mode 100644
index 000000000..2964da429
--- /dev/null
+++ b/Shaders/mat-anim.frag
@@ -0,0 +1,40 @@
+// -*-C++-*-
+
+// Shader for use with material animations
+varying vec4 diffuse, constantColor, matSpecular;
+varying vec3 normal, lightDir, halfVector;
+varying float fogCoord, alpha;
+
+uniform sampler2D texture;
+
+void main()
+{
+ vec3 n, halfV;
+ float NdotL, NdotHV, fogFactor;
+ vec4 color = constantColor;
+ vec4 texel;
+ vec4 fragColor;
+ vec4 specular = vec4(0.0);
+ n = normalize(normal);
+ if (!gl_FrontFacing)
+ n = -n;
+ 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)
+ specular.rgb = (matSpecular
+ * gl_LightSource[0].specular.rgb
+ * pow(NdotHV, gl_FrontMaterial.shininess));
+ }
+ color.a = alpha;
+ // This shouldn't be necessary, but our lighting becomes very
+ // saturated. Clamping the color before modulating by the texture
+ // is closer to what the OpenGL fixed function pipeline does.
+ color = clamp(color, 0.0, 1.0);
+ texel = texture2D(texture, gl_TexCoord[0].st);
+ fragColor = color * texel + specular;
+ fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
+ gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
+}
diff --git a/Shaders/mat-anim.vert b/Shaders/mat-anim.vert
new file mode 100644
index 000000000..5b76f0907
--- /dev/null
+++ b/Shaders/mat-anim.vert
@@ -0,0 +1,39 @@
+// -*-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 colors come from the gl_Color, ambient from the material. This is
+// equivalent to osg::Material::DIFFUSE.
+vec4 ambientColor();
+vec4 diffuseColor();
+vec4 specularColor();
+vec4 emissionColor();
+
+varying vec4 diffuse, constantColor, matSpecular;
+varying vec3 normal, lightDir, halfVector;
+varying float alpha, fogCoord;
+
+void main()
+{
+ vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
+ vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
+ 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 = diffuseColor() * gl_LightSource[0].diffuse;
+ // Super hack: if diffuse material alpha is less than 1, assume a
+ // transparency animation is at work
+ if (gl_FrontMaterial.diffuse.a < 1.0)
+ alpha = gl_FrontMaterial.diffuse.a;
+ else
+ alpha = diffuse.a;
+ constantColor = emissionColor()
+ + ambientColor() * (gl_LightModel.ambient + gl_LightSource[0].ambient);
+ fogCoord = abs(ecPosition3.z);
+ matSpecular = specularColor();
+}
diff --git a/Shaders/mode-diffuse.vert b/Shaders/mode-diffuse.vert
new file mode 100644
index 000000000..f972f6ebd
--- /dev/null
+++ b/Shaders/mode-diffuse.vert
@@ -0,0 +1,21 @@
+// -*-C++-*-
+
+vec4 ambientColor()
+{
+ return gl_FrontMaterial.ambient;
+}
+
+vec4 diffuseColor()
+{
+ return gl_Color;
+}
+
+vec4 specularColor()
+{
+ return gl_FrontMaterial.specular;
+}
+
+vec4 emissionColor()
+{
+ return gl_FrontMaterial.emission;
+}
diff --git a/Shaders/mode-off.vert b/Shaders/mode-off.vert
new file mode 100644
index 000000000..65429c5dd
--- /dev/null
+++ b/Shaders/mode-off.vert
@@ -0,0 +1,21 @@
+// -*-C++-*-
+
+vec4 ambientColor()
+{
+ return gl_FrontMaterial.ambient;
+}
+
+vec4 diffuseColor()
+{
+ return gl_FrontMaterial.diffuse;
+}
+
+vec4 specularColor()
+{
+ return gl_FrontMaterial.specular;
+}
+
+vec4 emissionColor()
+{
+ return gl_FrontMaterial.emission;
+}