// -*-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. vec4 ambientColor(); vec4 diffuseColor(); vec4 specularColor(); vec4 emissionColor(); varying vec4 diffuse, constantColor, matSpecular; varying vec3 normal, lightDir, halfVector; varying float alpha, fogCoord; void main() { vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; normal = gl_NormalMatrix * gl_Normal; lightDir = normalize(vec3(gl_LightSource[0].position)); halfVector = normalize(gl_LightSource[0].halfVector.xyz); diffuse = diffuseColor() * gl_LightSource[0].diffuse; // 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 = diffuse.a; constantColor = emissionColor() + ambientColor() * (gl_LightModel.ambient + gl_LightSource[0].ambient); fogCoord = abs(ecPosition3.z); matSpecular = specularColor(); }