// -*-C++-*- #version 120 varying vec4 diffuse, constantColor; varying vec3 normal, lightDir, halfVector; //varying float fogCoord, alpha; varying float alpha; uniform sampler2D texture; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// float luminance(vec3 color) { return dot(vec3(0.212671, 0.715160, 0.072169), color); } void main() { vec3 n, halfV; float NdotL, NdotHV, fogFactor; vec4 color = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = gl_LightSource[0].halfVector.xyz; 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; // Store pixel's luminance in the alpha value if(alpha > 0.95) { float lum = 1.0 - (luminance(fragColor.rgb) * 3.0); float tex_lum = luminance(texel.rgb); fragColor.a = tex_lum * clamp(lum, 0.01, 1.0); } // fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); // gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; }