// -*-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. #version 120 void main() { gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_FrontColor = gl_Color; gl_BackColor = gl_Color; }