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00022 #version 110
00023
00024
00025
00026
00027
00028 varying vec3 oglnormal;
00029 varying vec3 oglcolor;
00030 varying vec3 V;
00031 uniform vec3 vmdlight0;
00032 uniform vec3 vmdlight1;
00033 uniform vec3 vmdlight2;
00034 uniform vec3 vmdlight3;
00035
00036 uniform vec3 vmdlight0H;
00037 uniform vec3 vmdlight1H;
00038 uniform vec3 vmdlight2H;
00039 uniform vec3 vmdlight3H;
00040
00041 uniform vec4 vmdlightscale;
00042
00043
00044
00045
00046
00047
00048 uniform vec4 vmdmaterial;
00049
00050
00051
00052
00053
00054 uniform float vmdopacity;
00055
00056 uniform float vmdoutline;
00057
00058 uniform float vmdoutlinewidth;
00059
00060 uniform int vmdtransmode;
00061
00062 uniform int vmdfogmode;
00063
00064 uniform int vmdtexturemode;
00065 uniform sampler3D vmdtex0;
00066
00067
00068
00069
00070 void main(void) {
00071 vec3 texcolor;
00072
00073
00074
00075 if (vmdtexturemode != 0) {
00076 texcolor = vec3(texture3D(vmdtex0, gl_TexCoord[0].xyz));
00077 }
00078
00079
00080
00081 vec3 N = normalize(oglnormal);
00082 if (!gl_FrontFacing) {
00083 N = -N;
00084 }
00085
00086
00087 float ambient = vmdmaterial[0];
00088 float diffuse = 0.0;
00089 float specular = 0.0;
00090 float shininess = vmdmaterial[3];
00091
00092
00093 diffuse += max(0.0, dot(N, vmdlight0)) * vmdlightscale[0];
00094 diffuse += max(0.0, dot(N, vmdlight1)) * vmdlightscale[1];
00095 diffuse += max(0.0, dot(N, vmdlight2)) * vmdlightscale[2];
00096 diffuse += max(0.0, dot(N, vmdlight3)) * vmdlightscale[3];
00097 diffuse *= vmdmaterial[1];
00098
00099
00100 if (vmdoutline > 0.0) {
00101 float edgefactor = dot(N,V);
00102 edgefactor = 1.0 - (edgefactor*edgefactor);
00103 edgefactor = 1.0 - pow(edgefactor, (1.0-vmdoutlinewidth)*32.0);
00104 diffuse = mix(diffuse, diffuse * edgefactor, vmdoutline);
00105 }
00106
00107
00108
00109 specular += pow(max(0.0, dot(N, vmdlight0H)), shininess) * vmdlightscale[0];
00110 specular += pow(max(0.0, dot(N, vmdlight1H)), shininess) * vmdlightscale[1];
00111 specular += pow(max(0.0, dot(N, vmdlight2H)), shininess) * vmdlightscale[2];
00112 specular += pow(max(0.0, dot(N, vmdlight3H)), shininess) * vmdlightscale[3];
00113 specular *= vmdmaterial[2];
00114
00115
00116 const float Log2E = 1.442695;
00117 float fog = 1.0;
00118 if (vmdfogmode == 1) {
00119
00120 fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
00121 } else if (vmdfogmode == 2) {
00122
00123 fog = exp2(-gl_Fog.density * gl_FogFragCoord * Log2E);
00124 } else if (vmdfogmode == 3) {
00125
00126 fog = exp2(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord * Log2E);
00127 }
00128 fog = clamp(fog, 0.0, 1.0);
00129
00130 vec3 objcolor = oglcolor * vec3(diffuse);
00131 if (vmdtexturemode == 1) {
00132 objcolor = oglcolor * texcolor * vec3(diffuse);
00133 } else if (vmdtexturemode == 2) {
00134 objcolor = texcolor;
00135 }
00136
00137 vec3 color = objcolor + vec3(ambient + specular);
00138
00139 float alpha = vmdopacity;
00140
00141
00142 if (vmdtransmode==1) {
00143 alpha = 1.0 + cos(3.1415926 * (1.0-alpha) * dot(N,V));
00144 alpha = alpha*alpha * 0.25;
00145 }
00146
00147 gl_FragColor = vec4(mix(vec3(gl_Fog.color), color, fog), alpha);
00148 }
00149
00150