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fgdata/Shaders/default.vert
timoore 421ee253e6 fix shader bugs on ATI hardware
The main problem was using gl_FrontMaterial.ambient with a color mode
of AMBIENT_AND_DIFFUSE i.e., the fixed function path would take both the
ambient colors from the vertex color value. Also, some vertex shaders
were not writing gl_FrontColor even though the fragment shader was
accessing gl_Color.


Author: Tim Moore <timoore@redhat.com>
2010-02-12 11:38:53 +00:00

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962 B
GLSL

// -*-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 and ambient colors come from the gl_Color. This is
// equivalent to osg::Material::AMBIENT_AND_DIFFUSE.
varying vec4 diffuse, constantColor;
varying vec3 normal, lightDir, halfVector;
varying float fogCoord, alpha;
void main()
{
vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Vertex);
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
lightDir = normalize(vec3(gl_LightSource[0].position));
halfVector = normalize(gl_LightSource[0].halfVector.xyz);
diffuse = gl_Color * gl_LightSource[0].diffuse;
alpha = gl_Color.a;
constantColor = gl_FrontMaterial.emission
+ gl_Color * (gl_LightModel.ambient + gl_LightSource[0].ambient);
fogCoord = abs(ecPosition.z);
}