1 | ///////////////////////////////////////////////////////////////////////////////
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2 | //
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3 | // ## ######
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4 | // ###### ###
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5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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6 | // ########## # # #
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7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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8 | // ######### # # # All rights reserved.
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9 | // ## ##########
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10 | // ##
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11 | //
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12 | ///////////////////////////////////////////////////////////////////////////////
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13 |
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14 | @include "levelutil/shader/prog/ogl_glsl/" \
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15 | "include_stddef_ogl_glsl_vs1x0.s3d_shadercode_run"
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16 |
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17 | ///////////////////////////////////////////////////////////////////////////////
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18 |
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19 | void main(void)
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20 | {
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21 | gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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22 |
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23 | vec4 posView = gl_ModelViewMatrix * gl_Vertex;
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24 | gl_FogFragCoord = posView.z / posView.w;
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25 |
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26 | vec3 normalView = normalize(gl_NormalMatrix * gl_Normal);
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27 | vec4 diffuseOut = gl_FrontMaterial.emission;
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28 | vec4 specularOut = vec4(0);
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29 | //!!! hack to detect nvidia
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30 | #ifdef __GLSL_CG_DATA_TYPES
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31 | for(int i = 0; i < gl_MaxLights; i++)
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32 | {
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33 | s3d_ColPair result;
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34 | s3d_calcPointLightTerm(
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35 | result, posView.xyz, normalView, gl_FrontMaterial.shininess,
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36 | gl_LightSource[i], gl_FrontLightProduct[i]);
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37 | diffuseOut += result.diffuse;
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38 | specularOut += result.specular;
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39 | }
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40 | #else
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41 | s3d_ColPair result;
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42 | s3d_calcPointLightTerm(
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43 | result, posView.xyz, normalView, gl_FrontMaterial.shininess,
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44 | gl_LightSource[0], gl_FrontLightProduct[0]);
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45 | diffuseOut += result.diffuse;
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46 | specularOut += result.specular;
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47 |
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48 | s3d_calcPointLightTerm(
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49 | result, posView.xyz, normalView, gl_FrontMaterial.shininess,
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50 | gl_LightSource[1], gl_FrontLightProduct[1]);
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51 | diffuseOut += result.diffuse;
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52 | specularOut += result.specular;
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53 |
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54 | s3d_calcPointLightTerm(
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55 | result, posView.xyz, normalView, gl_FrontMaterial.shininess,
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56 | gl_LightSource[2], gl_FrontLightProduct[2]);
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57 | diffuseOut += result.diffuse;
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58 | specularOut += result.specular;
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59 | #endif
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60 |
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61 | gl_FrontColor = vec4(0,1,0,0);//gl_Color;
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62 | gl_TexCoord[0].x = dot(diffuseOut.xyz, vec3(0.3, 0.5, 0.2));
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63 | gl_TexCoord[0].y = 0.0;
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64 | }
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65 |
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66 | ///////////////////////////////////////////////////////////////////////////////
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