Hi,
Code: const char* gl2_VertexFaceShader = { "vec4 directionalLight(in vec3 normal,in vec4 color)\n" "{\n" " float NdotL = dot(normal, normalize(gl_LightSource[0].position.xyz)); \n" " NdotL = max(0.0, NdotL); \n" " float NdotHV = dot(normal, gl_LightSource[0].halfVector.xyz); \n" " NdotHV = max(0.0, NdotHV); \n" " color *= gl_FrontLightModelProduct.sceneColor + \n" " gl_FrontLightProduct[0].ambient + \n" " gl_FrontLightProduct[0].diffuse * NdotL; \n" " if (NdotL * NdotHV > 0.0)\n" " color += gl_FrontLightProduct[0].specular * pow(NdotHV, gl_FrontMaterial.shininess); \n" " return color;\n" "}\n" "varying vec2 texCoord;\n" "varying vec4 vertexColor;\n" "void main(void)\n" "{\n" " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" " texCoord = gl_MultiTexCoord0.xy;\n" " vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n" " vertexColor = directionalLight(normal,gl_Color); \n" "}\n" }; const char* gl2_FragmentFaceShader = { "uniform vec3 highlightColor;\n" "uniform float transparency ;\n" "uniform sampler2D baseTexture;\n" "varying vec2 texCoord;\n" "varying vec4 vertexColor;\n" "void main(void)\n" "{\n" " gl_FragColor = vertexColor * texture2D(baseTexture, texCoord) * vec4(highlightColor.x,highlightColor.y,highlightColor.z,transparency);\n" "}\n" }; Thank you! Cheers, Mirro ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=75616#75616 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org