// -*-C++-*- varying vec4 diffuse, ambient; varying vec3 normal, lightDir, halfVector; varying float fogCoord, alpha; uniform sampler2D texture; void main() { vec3 n, halfV; float NdotL, NdotHV, fogFactor; vec4 color = ambient + gl_FrontMaterial.emission; vec4 texel; vec4 fragColor; vec4 specular = vec4(0.0); n = normalize(normal); NdotL = max(dot(n, lightDir), 0.0); if (NdotL > 0.0) { color += diffuse * NdotL; halfV = normalize(halfVector); NdotHV = max(dot(n, halfV), 0.0); if (gl_FrontMaterial.shininess > 0.0) specular.rgb = (gl_FrontMaterial.specular.rgb * gl_LightSource[0].specular.rgb * pow(NdotHV, gl_FrontMaterial.shininess)); } color.a = alpha; // This shouldn't be necessary, but our lighting becomes very // saturated. Clamping the color before modulating by the texture // is closer to what the OpenGL fixed function pipeline does. color = clamp(color, 0.0, 1.0); texel = texture2D(texture, gl_TexCoord[0].st); fragColor = color * texel + specular; fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); }