return shader_new{name="misc_diff", vert=[=[ // Vertex shader varying vec4 cpos; varying vec4 wpos; varying vec4 wnorm; varying float fogmul; uniform float time; void main() { wpos = gl_Vertex; cpos = (gl_ModelViewMatrixInverse * vec4(0.0, 0.0, 0.0, 1.0)); wnorm = vec4(normalize(gl_Normal), 0.0); fogmul = 1.0 / (length(gl_ModelViewMatrixInverse * vec4(0.0, 0.0, -1.0, 0.0)) * gl_Fog.end); gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * wpos; gl_FrontColor = gl_Color; gl_TexCoord[0] = gl_MultiTexCoord0; } ]=], frag=[=[ // Fragment shader varying vec4 cpos; varying vec4 wpos; varying vec4 wnorm; varying float fogmul; uniform vec4 sun; uniform sampler2D tex0; void main() { float fog_strength = min(1.0, length((wpos - cpos).xyz) * fogmul); fog_strength *= fog_strength; vec4 color = gl_Color; if(gl_TexCoord[0].s >= -0.1) { vec4 tcolor = texture2D(tex0, gl_TexCoord[0].st); color *= tcolor; } if(gl_ProjectionMatrix[3][3] == 1.0) { // Skip lighting on orthographics gl_FragColor = color; } else { vec4 camto = vec4(normalize((wpos - cpos).xyz), 0.0); // Diffuse float diff = max(0.0, dot(-camto, wnorm)); diff = 0.3 + 1.5*diff; // Exaggerated // Specular // disabling until it makes sense /* vec4 specdir = normalize(2.0*dot(wnorm, -sun)*wnorm - -sun); float spec = max(0.0, dot(-camto, specdir)); spec = pow(spec, 32.0)*0.6; */ //color = vec4(vec3(color.rgb * diff) + vec3(1.0)*spec, color.a); diff = diff * (1.0 - fog_strength); diff = min(1.5, diff); color = vec4(color.rgb * diff, color.a); color = max(vec4(0.0), min(vec4(1.0), color)); //color = vec4(0.5+0.5*sin(3.141593*(color.rgb-0.5)), color.a); gl_FragColor = color * (1.0 - fog_strength) + gl_Fog.color * fog_strength; } } ]=]}