// -*-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 colors come from the gl_Color, ambient from the material. This is // equivalent to osg::Material::DIFFUSE. #version 120 #define MODE_OFF 0 #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around // bugs with gl_FrontFacing in the fragment shader. varying vec4 diffuse_term; varying vec3 normal; uniform int colorMode; ////fog "include"//////// //uniform int fogType; // //void fog_Func(int type); ///////////////////////// void main() { // Determine the rotation for the building. The Color alpha value provides rotation information float sr = sin(6.28 * gl_Color.a); float cr = cos(6.28 * gl_Color.a); vec3 position = gl_Vertex.xyz; // Rotation of the building and movement into position position.xy = vec2(dot(position.xy, vec2(cr, sr)), dot(position.xy, vec2(-sr, cr))); position = position + gl_Color.xyz; gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0); //gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; // Rotate the normal. normal = gl_Normal; normal.xy = vec2(dot(normal.xy, vec2(cr, sr)), dot(normal.xy, vec2(-sr, cr))); normal = gl_NormalMatrix * normal; vec4 ambient_color, diffuse_color; if (colorMode == MODE_DIFFUSE) { diffuse_color = vec4(1.0,1.0,1.0,1.0); ambient_color = gl_FrontMaterial.ambient; } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { diffuse_color = vec4(1.0,1.0,1.0,1.0); ambient_color = vec4(1.0,1.0,1.0,1.0); } else { diffuse_color = gl_FrontMaterial.diffuse; ambient_color = gl_FrontMaterial.ambient; } diffuse_term = diffuse_color * gl_LightSource[0].diffuse; vec4 constant_term = gl_FrontMaterial.emission + ambient_color * (gl_LightModel.ambient + gl_LightSource[0].ambient); // Super hack: if diffuse material alpha is less than 1, assume a // transparency animation is at work if (gl_FrontMaterial.diffuse.a < 1.0) diffuse_term.a = gl_FrontMaterial.diffuse.a; else diffuse_term.a = 1.0; // Another hack for supporting two-sided lighting without using // gl_FrontFacing in the fragment shader. gl_FrontColor.rgb = constant_term.rgb; gl_FrontColor.a = 1.0; gl_BackColor.rgb = constant_term.rgb; gl_BackColor.a = 0.0; //fogCoord = abs(ecPosition.z / ecPosition.w); //fog_Func(fogType); }