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fgdata/Shaders/default.vert
timoore 971b6c3ef2 light two-sided polygons
Also, remove model-default.frag; for the moment one fragment shader works for
both terrain and models.


Author: Tim Moore <timoore@redhat.com>
2009-11-19 16:20:51 +00:00

28 lines
963 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_FrontLightModelProduct.sceneColor
+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
fogCoord = abs(ecPosition.z);
}