Effects and shaders for material animations
Author: Tim Moore <timoore@redhat.com>
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14
Effects/material-diffuse.eff
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Effects/material-diffuse.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/material-off</name>
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<inherits-from>Effects/model-default</inherits-from>
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<technique n="10">
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<pass>
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<program>
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<vertex-shader n="0">Shaders/mode-diffuse.vert</vertex-shader>
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<vertex-shader n="1">Shaders/mat-anim.vert</vertex-shader>
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<fragment-shader n="0">Shaders/mat-anim.frag</fragment-shader>
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</program>
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</pass>
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</technique>
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</PropertyList>
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14
Effects/material-off.eff
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Effects/material-off.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/material-off</name>
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<inherits-from>Effects/model-default</inherits-from>
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<technique n="10">
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<pass>
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<program>
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<vertex-shader n="0">Shaders/mode-off.vert</vertex-shader>
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<vertex-shader n="1">Shaders/mat-anim.vert</vertex-shader>
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<fragment-shader n="0">Shaders/mat-anim.frag</fragment-shader>
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</program>
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</pass>
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</technique>
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</PropertyList>
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40
Shaders/mat-anim.frag
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Shaders/mat-anim.frag
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// -*-C++-*-
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// Shader for use with material animations
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varying vec4 diffuse, constantColor, matSpecular;
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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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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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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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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 = (matSpecular
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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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39
Shaders/mat-anim.vert
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Shaders/mat-anim.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 colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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vec4 ambientColor();
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vec4 diffuseColor();
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vec4 specularColor();
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vec4 emissionColor();
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varying vec4 diffuse, constantColor, matSpecular;
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varying vec3 normal, lightDir, halfVector;
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varying float alpha, fogCoord;
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void main()
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{
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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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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 = diffuseColor() * gl_LightSource[0].diffuse;
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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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if (gl_FrontMaterial.diffuse.a < 1.0)
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alpha = gl_FrontMaterial.diffuse.a;
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else
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alpha = diffuse.a;
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constantColor = emissionColor()
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+ ambientColor() * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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fogCoord = abs(ecPosition3.z);
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matSpecular = specularColor();
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}
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21
Shaders/mode-diffuse.vert
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Shaders/mode-diffuse.vert
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// -*-C++-*-
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vec4 ambientColor()
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{
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return gl_FrontMaterial.ambient;
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}
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vec4 diffuseColor()
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{
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return gl_Color;
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}
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vec4 specularColor()
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{
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return gl_FrontMaterial.specular;
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}
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vec4 emissionColor()
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{
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return gl_FrontMaterial.emission;
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}
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21
Shaders/mode-off.vert
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Shaders/mode-off.vert
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// -*-C++-*-
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vec4 ambientColor()
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{
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return gl_FrontMaterial.ambient;
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}
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vec4 diffuseColor()
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{
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return gl_FrontMaterial.diffuse;
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}
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vec4 specularColor()
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{
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return gl_FrontMaterial.specular;
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}
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vec4 emissionColor()
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{
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return gl_FrontMaterial.emission;
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}
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