64 lines
No EOL
1.9 KiB
GLSL
64 lines
No EOL
1.9 KiB
GLSL
// -*- mode: C; -*-
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// Licence: GPL v2
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// Author: Vivian Meazza.
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varying vec4 rawpos;
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varying vec4 ecPosition;
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varying vec3 VNormal;
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varying vec3 Normal;
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varying vec4 constantColor;
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varying vec3 vViewVec;
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varying vec3 reflVec;
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varying vec4 Diffuse;
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varying vec3 normal, lightDir, halfVector;
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varying float alpha, fogCoord;
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uniform mat4 osg_ViewMatrixInverse;
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//attribute vec3 tangent, binormal, normal;
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void main(void)
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{
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rawpos = gl_Vertex;
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ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
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vec3 t = normalize(cross(gl_Normal, vec3(1.0,0.0,0.0)));
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vec3 b = normalize(cross(gl_Normal,t));
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vec3 n = normalize(gl_Normal);
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VNormal = normalize(gl_NormalMatrix * gl_Normal);
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Normal = normalize(gl_Normal);
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lightDir = normalize(vec3(gl_LightSource[0].position));
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halfVector = normalize(gl_LightSource[0].halfVector.xyz);
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Diffuse = gl_Color * gl_LightSource[0].diffuse;
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//Diffuse= gl_Color.rgb * max(0.0, dot(normalize(VNormal), gl_LightSource[0].position.xyz));
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// Super hack: if diffuse material alpha is less than 1, assume a
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// transparency animation is at work
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if (gl_FrontMaterial.diffuse.a < 1.0)
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alpha = gl_FrontMaterial.diffuse.a;
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else
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alpha = gl_Color.a;
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fogCoord = abs(ecPosition3.z);
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// Vertex in eye coordinates
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vec3 vertVec = ecPosition.xyz;
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vViewVec.x = dot(t, vertVec);
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vViewVec.y = dot(b, vertVec);
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vViewVec.z = dot(n, vertVec);
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// calculate the reflection vector
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vec4 reflect_eye = vec4(reflect(vertVec, VNormal), 0.0);
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reflVec = normalize(gl_ModelViewMatrixInverse * reflect_eye).xyz;
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gl_FrontColor = gl_Color;
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constantColor = gl_FrontMaterial.emission
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+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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} |