// -*-C++-*- #version 120 // Ambient term comes in gl_Color.rgb. varying vec4 diffuse_term; varying vec3 normal; //varying float fogCoord; uniform sampler2D texture; ////fog "include" ///// uniform int fogType; vec3 fog_Func(vec3 color, int type); ////////////////////// 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_FrontLightModelProduct.sceneColor + 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); // 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) * normal; n = normalize(n); NdotL = dot(n, lightDir); if (NdotL > 0.0) { color += diffuse_term * NdotL; halfV = normalize(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; //fogFactor = exp(-gl_Fog.density * gl_Fog.density * fogCoord * fogCoord); //gl_FragColor = mix(gl_Fog.color, fragColor, fogFactor); fragColor.rgb = fog_Func(fragColor.rgb, fogType); gl_FragColor = fragColor; }