// -*-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, constantColor; varying vec3 normal, lightDir, halfVector; varying float fogCoord, alpha; 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; alpha = gl_Color.a; constantColor = gl_FrontLightModelProduct.sceneColor + gl_FrontMaterial.ambient * gl_LightSource[0].ambient; fogCoord = abs(ecPosition.z); }