#version 120 uniform sampler2D glyphTexture; varying vec4 diffuse_term; varying vec3 normal; varying vec4 ecPosition; ////fog "include" ///// vec3 fog_Func(vec3 color, int type); ////////////////////// void main() { float alpha = texture2D(glyphTexture, gl_TexCoord[0].st).a; if (alpha == 0.0) discard; float NdotL, NdotHV, fogFactor; vec4 color = gl_Color; vec3 lightDir = gl_LightSource[0].position.xyz; vec3 halfVector = gl_LightSource[0].halfVector.xyz; vec4 fragColor; vec4 specular = vec4(0.0); NdotL = dot(normal, lightDir); if (NdotL > 0.0) { color += diffuse_term * NdotL; NdotHV = max(dot(normal, halfVector), 0.0); if (gl_FrontMaterial.shininess > 0.0) specular.rgb = (gl_FrontMaterial.specular.rgb * gl_LightSource[0].specular.rgb * pow(NdotHV, gl_FrontMaterial.shininess)); } // 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); fragColor = color + specular; fragColor = vec4(fragColor.rgb, fragColor.a * alpha); fragColor.rgb = fog_Func(fragColor.rgb, 0); gl_FragColor = fragColor; }