diff --git a/Effects/runway.eff b/Effects/runway.eff index 60181bef2..6a8abe7f0 100644 --- a/Effects/runway.eff +++ b/Effects/runway.eff @@ -1041,7 +1041,7 @@ - Shaders/reflect-bump-spec.vert + Shaders/runway.vert Shaders/shadows-include.vert Shaders/include_fog.frag Shaders/runway.frag @@ -1205,6 +1205,27 @@ fogtype + + + shadow_tex + sampler-2d + 10 + + + shadows_enabled + bool + + shadows_enabled + + + + sun_atlas_size + int + + sun_atlas_size + + + diff --git a/Shaders/runway.vert b/Shaders/runway.vert new file mode 100644 index 000000000..b1ee32efa --- /dev/null +++ b/Shaders/runway.vert @@ -0,0 +1,75 @@ +// -*- mode: C; -*- +// Licence: GPL v2 +// © Emilian Huminiuc and Vivian Meazza 2011 +#version 120 + +varying vec3 rawpos; +varying float fogCoord; +varying vec3 VNormal; +varying vec3 VTangent; +varying vec3 VBinormal; +varying vec3 Normal; +varying vec3 vViewVec; +varying vec3 reflVec; + +varying vec4 Diffuse; +varying float alpha; + +uniform mat4 osg_ViewMatrixInverse; + +attribute vec3 tangent; +attribute vec3 binormal; + +////fog "include"//////// +// uniform int fogType; +// +// void fog_Func(int type); +///////////////////////// + +void setupShadows(vec4 eyeSpacePos); + +void main(void) +{ + rawpos = gl_Vertex.xyz / gl_Vertex.w; + vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; + ecPosition.xyz = ecPosition.xyz / ecPosition.w; + //fogCoord = ecPosition.z; + //fog_Func(fogType); + + 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); + + 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 + // transparency animation is at work + if (gl_FrontMaterial.diffuse.a < 1.0) + alpha = gl_FrontMaterial.diffuse.a; + else + alpha = gl_Color.a; + + // Vertex in eye coordinates + vec3 vertVec = ecPosition.xyz; + + vViewVec.x = dot(t, vertVec); + vViewVec.y = dot(b, vertVec); + vViewVec.z = dot(n, vertVec); + + // calculate the reflection vector + vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0); + reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz; + + 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; + + setupShadows(ecPosition); +}