// -*-C++-*- // Ambient term comes in gl_Color.rgb. #version 120 varying vec4 diffuse_term; varying vec3 normal; varying vec3 ecViewDir; varying vec3 VTangent; uniform bool use_overlay; uniform sampler2D texture; uniform sampler2D structure_texture; float luminance(vec3 color) { return dot(vec3(0.212671, 0.715160, 0.072169), color); } void main() { vec3 n; float NdotL, NdotHV; vec4 color = gl_Color; vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = normalize(normalize(lightDir) + normalize(ecViewDir)); vec4 texel; vec4 structureTexel; vec4 fragColor; vec4 specular = vec4(0.0); // If gl_Color.a == 0, this is a back-facing polygon and the // normal should be reversed. n = (2.0 * gl_Color.a - 1.0) * normal; n = normalize(n); vec3 light_specular = vec3 (1.0, 1.0, 1.0); NdotL = dot(n, lightDir); NdotL = smoothstep(-0.2,0.2,NdotL); float intensity = length(diffuse_term); vec4 dawn = intensity * normalize (vec4 (1.0,0.4,0.4,1.0)); vec4 diff_term = mix(dawn, diffuse_term, smoothstep(0.0, 0.2, NdotL)); if (NdotL > 0.0) { color += diffuse_term * NdotL ; NdotHV = max(dot(n, halfVector), 0.0); if (gl_FrontMaterial.shininess > 0.0) specular.rgb = (gl_FrontMaterial.specular.rgb * light_specular * pow(NdotHV, gl_FrontMaterial.shininess)); } color.a = diffuse_term.a; // 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); structureTexel = texture2D(structure_texture, 20.0 * gl_TexCoord[0].st); if (use_overlay) {texel = vec4(structureTexel.rgb, texel.a * structureTexel.a);} fragColor = color * texel + specular; gl_FragColor = fragColor; }