// -*-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; varying vec3 ecViewDir; varying vec3 VTangent; uniform float fg_Fcoef; uniform int colorMode; attribute vec3 tangent;//, binormal; void main() { vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0); ecViewDir = (gl_ModelViewMatrix * (ep - gl_Vertex)).xyz; gl_Position = ftransform(); // logarithmic depth gl_Position.z = (log2(max(1e-6, 1.0 + gl_Position.w)) * fg_Fcoef - 1.0) * gl_Position.w; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; normal = gl_NormalMatrix * gl_Normal; VTangent = gl_NormalMatrix * tangent; vec4 ambient_color, diffuse_color; if (colorMode == MODE_DIFFUSE) { diffuse_color = gl_Color; ambient_color = gl_FrontMaterial.ambient; } else if (colorMode == MODE_AMBIENT_AND_DIFFUSE) { diffuse_color = gl_Color; ambient_color = gl_Color; } else { diffuse_color = gl_FrontMaterial.diffuse; ambient_color = gl_FrontMaterial.ambient; } vec4 light_diffuse = vec4 (1.0,1.0,1.0,1.0); vec4 light_ambient = vec4 (0.03, 0.03, 0.03, 1.0); diffuse_term = diffuse_color * light_diffuse;//gl_LightSource[0].diffuse; vec4 constant_term = gl_FrontMaterial.emission + ambient_color * (gl_LightModel.ambient + light_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 = gl_Color.a; // 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); }