// -*-C++-*- // Ambient term comes in gl_Color.rgb. // // See http://wiki.flightgear.org/index.php/Howto:_Lightmap for details on // how to use it. varying vec4 diffuse_term; varying vec3 normal; varying float fogCoord; uniform sampler2D texture; uniform sampler2D lightmap_texture; 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_Color; 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); // If gl_Color.a == 0, this is a back-facing polygon and the // normal should be reversed. n = (2.0 * gl_Color.a - 1.0) * n; NdotL = max(dot(n, lightDir), 0.0); if (NdotL > 0.0) { color += diffuse_term * NdotL; halfV = 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 = diffuse_term.a; // 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; vec3 lightmapTexel = texture2D(lightmap_texture, gl_TexCoord[0].st).rgb; fragColor.rgb = max(fragColor.rgb, lightmapTexel * gl_FrontMaterial.diffuse.rgb * texel.rgb); fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); }