// -*-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. #define MODE_OFF 0 #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around // bugs with gl_FrontFacing in the fragment shader. varying vec4 diffuse_term; varying vec3 normal; varying float fogCoord; uniform int colorMode; void main() { vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; normal = gl_NormalMatrix * gl_Normal; vec4 ambient_color, diffuse_color; if (colorMode == MODE_DIFFUSE) { diffuse_color = gl_Color; ambient_color = gl_FrontMaterial.ambient; } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { diffuse_color = gl_Color; ambient_color = gl_Color; } else { diffuse_color = gl_FrontMaterial.diffuse; ambient_color = gl_FrontMaterial.ambient; } diffuse_term = diffuse_color * gl_LightSource[0].diffuse; vec4 constant_term = gl_FrontMaterial.emission + ambient_color * (gl_LightModel.ambient + gl_LightSource[0].ambient); // Super hack: if diffuse material alpha is less than 1, assume a // transparency animation is at work if (gl_FrontMaterial.diffuse.a < 1.0) diffuse_term.a = gl_FrontMaterial.diffuse.a; else diffuse_term.a = gl_Color.a; // Another hack for supporting two-sided lighting without using // gl_FrontFacing in the fragment shader. gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0; gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0; fogCoord = abs(ecPosition.z / ecPosition.w); }