44 lines
1.3 KiB
GLSL
44 lines
1.3 KiB
GLSL
#version 120
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uniform sampler2D glyphTexture;
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varying vec4 diffuse_term;
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varying vec3 normal;
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varying vec4 ecPosition;
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////fog "include" /////
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vec3 fog_Func(vec3 color, int type);
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//////////////////////
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void main()
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{
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float alpha = texture2D(glyphTexture, gl_TexCoord[0].st).a;
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if (alpha == 0.0) discard;
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float NdotL, NdotHV, fogFactor;
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vec4 color = gl_Color;
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vec3 lightDir = gl_LightSource[0].position.xyz;
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vec3 halfVector = gl_LightSource[0].halfVector.xyz;
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vec4 fragColor;
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vec4 specular = vec4(0.0);
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NdotL = dot(normal, lightDir);
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if (NdotL > 0.0) {
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color += diffuse_term * NdotL;
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NdotHV = max(dot(normal, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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specular.rgb = (gl_FrontMaterial.specular.rgb
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* gl_LightSource[0].specular.rgb
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* pow(NdotHV, gl_FrontMaterial.shininess));
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}
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// This shouldn't be necessary, but our lighting becomes very
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// saturated. Clamping the color before modulating by the texture
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// is closer to what the OpenGL fixed function pipeline does.
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color = clamp(color, 0.0, 1.0);
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fragColor = color + specular;
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fragColor = vec4(fragColor.rgb, fragColor.a * alpha);
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fragColor.rgb = fog_Func(fragColor.rgb, 0);
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gl_FragColor = fragColor;
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}
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