// -*-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. varying vec4 diffuse, constantColor; varying vec3 normal, lightDir, halfVector; varying float alpha, fogCoord; uniform bool twoSideHack; void main() { vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w; 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; // 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; // Another hack for supporting two-sided lighting without using // gl_FrontFacing in the fragment shader. if (twoSideHack) { gl_FrontColor = vec4(0.0, 0.0, 0.0, 1.0); gl_BackColor = vec4(0.0, 0.0, 0.0, 0.0); } constantColor = gl_FrontLightModelProduct.sceneColor + gl_FrontMaterial.ambient * gl_LightSource[0].ambient; fogCoord = abs(ecPosition3.z); }