c964caa845
gl_FrontFacing isn't well supported on some Macintosh / ATI combinations.
42 lines
1.5 KiB
GLSL
42 lines
1.5 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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varying vec4 diffuse, constantColor;
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varying vec3 normal, lightDir, halfVector;
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varying float alpha, fogCoord;
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uniform bool twoSideHack;
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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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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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// 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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// Another hack for supporting two-sided lighting without using
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// gl_FrontFacing in the fragment shader.
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if (twoSideHack) {
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gl_FrontColor = vec4(0.0, 0.0, 0.0, 1.0);
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gl_BackColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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constantColor = gl_FrontLightModelProduct.sceneColor
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+ gl_FrontMaterial.ambient * gl_LightSource[0].ambient;
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fogCoord = abs(ecPosition3.z);
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}
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