// -*- mode: C; -*- // Licence: GPL v2 // Author: Vivian Meazza. varying vec4 rawpos; varying vec4 ecPosition; varying vec3 VNormal; varying vec3 Normal; varying vec4 constantColor; varying vec3 vViewVec; varying vec3 reflVec; varying vec4 Diffuse; varying vec3 normal, lightDir, halfVector; varying float alpha, fogCoord; uniform mat4 osg_ViewMatrixInverse; //attribute vec3 tangent, binormal, normal; void main(void) { rawpos = gl_Vertex; ecPosition = gl_ModelViewMatrix * gl_Vertex; vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w; vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0))); vec3 b = normalize(cross(gl_Normal,t)); vec3 n = normalize(gl_Normal); VNormal = normalize(gl_NormalMatrix * gl_Normal); Normal = normalize(gl_Normal); lightDir = normalize(vec3(gl_LightSource[0].position)); halfVector = normalize(gl_LightSource[0].halfVector.xyz); Diffuse = gl_Color * gl_LightSource[0].diffuse; //Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz)); // 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; fogCoord = abs(ecPosition3.z); // Vertex in eye coordinates vec3 vertVec = ecPosition.xyz; vViewVec.x = dot(t, vertVec); vViewVec.y = dot(b, vertVec); vViewVec.z = dot(n, vertVec); // calculate the reflection vector vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0); reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz; gl_FrontColor = gl_Color; constantColor = gl_FrontMaterial.emission + gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient); gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; }