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Terrain effect has a shader

This commit is contained in:
timoore 2009-07-15 22:49:36 +00:00
parent e32c47d795
commit d4d89d2793
3 changed files with 101 additions and 0 deletions

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@ -38,6 +38,51 @@
<bin-name>RenderBin</bin-name>
</render-bin>
</parameters>
<technique>
<predicate>
<less-equal>
<value type="float">2.0</value>
<glversion/>
</less-equal>
</predicate>
<pass>
<lighting>true</lighting>
<material>
<ambient><use>material/ambient</use></ambient>
<diffuse><use>material/diffuse</use></diffuse>
<specular><use>material/specular</use></specular>
<color-mode>ambient-and-diffuse</color-mode>
</material>
<blend><use>transparent</use></blend>
<alpha-test><use>transparent</use></alpha-test>
<shade-model>smooth</shade-model>
<cull-face>back</cull-face>
<render-bin>
<bin-number><use>render-bin/bin-number</use></bin-number>
<bin-name><use>render-bin/bin-name</use></bin-name>
</render-bin>
<texture-unit>
<unit>0</unit>
<texture2d><use>texture0/texture2d</use>
<image><use>texture0/texture2d/image</use></image>
<filter><use>texture0/texture2d/filter</use></filter>
<wrap-s><use>texture0/texture2d/wrap-s</use></wrap-s>
<wrap-t><use>texture0/texture2d/wrap-t</use></wrap-t>
<internal-format>
<use>texture0/texture2d/internal-format</use>
</internal-format>
</texture2d>
</texture-unit>
<program>
<vertex-shader>Shaders/default.vert</vertex-shader>
<fragment-shader>Shaders/default.frag</fragment-shader>
</program>
<uniform>
<name>texture</name>
<type>sampler-2d</type>
<value type="int">0</value></uniform>
</pass>
</technique>
<technique>
<pass>
<lighting>true</lighting>

30
Shaders/default.frag Normal file
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@ -0,0 +1,30 @@
// -*-C++-*-
varying vec4 diffuse, ambient;
varying vec3 normal, lightDir, halfVector;
varying float fogCoord;
uniform sampler2D texture;
void main()
{
vec3 n, halfV;
float NdotL, NdotHV, fogFactor;
vec4 color = ambient;
vec4 texel;
vec4 fragColor;
n = normalize(normal);
NdotL = max(dot(n, lightDir), 0.0);
if (NdotL > 0.0) {
color += diffuse * NdotL;
halfV = normalize(halfVector);
NdotHV = max(dot(n, halfV), 0.0);
color += gl_FrontMaterial.specular * gl_LightSource[0].specular
* pow(NdotHV, gl_FrontMaterial.shininess);
}
texel = texture2D(texture, gl_TexCoord[0].st);
fragColor = color * texel;
fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord);
gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor);
}

26
Shaders/default.vert Normal file
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// -*-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 and ambient colors come from the gl_Color. This is
// equivalent to osg::Material::AMBIENT_AND_DIFFUSE.
varying vec4 diffuse, ambient;
varying vec3 normal, lightDir, halfVector;
varying float fogCoord;
void main()
{
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
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 = gl_Color * gl_LightSource[0].diffuse;
ambient = gl_Color * gl_LightSource[0].ambient;
fogCoord = abs(ecPosition.z);
}