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torsten committed 2026-08-13 18:33:10 +02:00
commit b7d90b9afe
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uniform sampler2D diffuseTexture;
varying vec3 vNormal;
varying float vFog;
varying vec4 vFrontColor;
uniform vec4 wall_color;
uniform vec4 room_color;
void main(void)
{
vec4 diffuseColor = texture2D(diffuseTexture, gl_TexCoord[0].st);
vec3 lightDir = vec3(normalize(gl_LightSource[0].position));
vec4 ambient = gl_LightSource[0].ambient * diffuseColor;
vec4 diffuse = gl_LightSource[0].diffuse * max(dot(vNormal,lightDir) * 0.5,0.0) * diffuseColor;
gl_FragColor = (ambient + diffuse) * room_color;
gl_FragColor.a = wall_color.a * room_color.a;
}
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varying vec3 vNormal;
varying vec4 dest_color;
varying vec4 vFrontColor;
void main(void)
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex;
vec3 ecPosition3 = vec3(ecPosition) / ecPosition.w;
gl_FogFragCoord = length(ecPosition3);
vNormal = normalize(gl_NormalMatrix * gl_Normal);
vFrontColor = gl_FrontMaterial.specular;
}