d27174028e
Use two-pass rendering for some shaders to reduce the cost of expensive shaders. Implement some material animations using a shader uniform. Eliminate use of gl_FrontFacing. It's too buggy on ATI/ Macintosh.
37 lines
1.2 KiB
GLSL
37 lines
1.2 KiB
GLSL
// -*-C++-*-
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// Shader that uses OpenGL state values to do per-pixel lighting
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//
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// The only light used is gl_LightSource[0], which is assumed to be
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// directional.
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//
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// Diffuse colors come from the gl_Color, ambient from the material. This is
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// equivalent to osg::Material::DIFFUSE.
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vec4 ambientColor();
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vec4 diffuseColor();
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vec4 specularColor();
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vec4 emissionColor();
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varying vec4 diffuse, constantColor, matSpecular;
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varying vec3 normal;
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varying float alpha, fogCoord;
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void main()
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{
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vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
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vec3 ecPosition3 = vec3(gl_ModelViewMatrix * gl_Vertex) / ecPosition.w;
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gl_Position = ftransform();
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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normal = gl_NormalMatrix * gl_Normal;
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diffuse = diffuseColor() * gl_LightSource[0].diffuse;
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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 = diffuse.a;
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constantColor = emissionColor()
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+ ambientColor() * (gl_LightModel.ambient + gl_LightSource[0].ambient);
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fogCoord = abs(ecPosition3.z);
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matSpecular = specularColor();
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}
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