void default_scatter(vec3 viewVec, vec3 lightDir); vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec3 baseCol); vec2 getScatterCoord(vec3 viewVec, vec3 lightDir); varying vec4 specular; vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) { vec4 tcoord; tcoord.x = dot(vpos, tp0); tcoord.y = dot(vpos, tp1); tcoord.z = tc.z; tcoord.w = tc.w; tcoord = mat * tcoord; return tcoord; } void main() { //transform vertex gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = texgen_object(gl_Vertex, gl_MultiTexCoord1, gl_TextureMatrix[1], gl_ObjectPlaneS[1],gl_ObjectPlaneT[1]); vec3 pos = (gl_ModelViewMatrix * gl_Vertex).xyz; vec3 norm = normalize(gl_NormalMatrix * gl_Normal); vec4 spec = gl_Color; gl_FrontColor.rgb = calcLightingSpecular(pos, norm, gl_Color, spec, vec3(0.0, 0.0, 0.0)).rgb; gl_FrontColor.a = gl_Color.a; specular = spec; specular.a = gl_Color.a*0.5; vec3 ref = reflect(pos,norm); gl_TexCoord[2] = gl_TextureMatrix[2]*vec4(ref,1); default_scatter(pos.xyz, gl_LightSource[0].position.xyz); }