Revision: 8924
          http://playerstage.svn.sourceforge.net/playerstage/?rev=8924&view=rev
Author:   natepak
Date:     2010-10-01 18:56:56 +0000 (Fri, 01 Oct 2010)

Log Message:
-----------
Updats to the shaders

Modified Paths:
--------------
    code/gazebo/branches/wx/Media/materials/programs/ambient_one_texture_vp.glsl
    
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_fp.glsl
    
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_vp.glsl
    code/gazebo/branches/wx/Media/materials/programs/perpixel_fp.glsl
    code/gazebo/branches/wx/Media/materials/programs/perpixel_vp.glsl
    
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_fp.glsl
    
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_vp.glsl
    code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
    code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
    code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material

Modified: 
code/gazebo/branches/wx/Media/materials/programs/ambient_one_texture_vp.glsl
===================================================================
--- 
code/gazebo/branches/wx/Media/materials/programs/ambient_one_texture_vp.glsl    
    2010-09-29 15:43:52 UTC (rev 8923)
+++ 
code/gazebo/branches/wx/Media/materials/programs/ambient_one_texture_vp.glsl    
    2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,11 +1,8 @@
 uniform vec4 ambient;
 
-/*
-  Basic ambient lighting vertex program
-*/
 void main()
 {
        gl_Position = ftransform();
        gl_TexCoord[0] = gl_MultiTexCoord0;
-       gl_FrontColor = ambient;
+       gl_FrontColor =  gl_FrontMaterial.ambient * ambient;
 }

Modified: 
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_fp.glsl
===================================================================
--- 
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_fp.glsl
        2010-09-29 15:43:52 UTC (rev 8923)
+++ 
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_fp.glsl
        2010-10-01 18:56:56 UTC (rev 8924)
@@ -61,7 +61,7 @@
   shadow_map_pos = shadow_map_pos / shadow_map_pos.w;
   vec2 uv = shadow_map_pos.xy;
 
-  float depth_adjust = 0.0001;
+  float depth_adjust = 0.00001;
   vec2 c = Blur(shadow_map, uv, offset, 4.0, depth_adjust).xy;
 
   // standard variance shadow mapping code

Modified: 
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_vp.glsl
===================================================================
--- 
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_vp.glsl
        2010-09-29 15:43:52 UTC (rev 8923)
+++ 
code/gazebo/branches/wx/Media/materials/programs/directional_shadow_receiver_vp.glsl
        2010-10-01 18:56:56 UTC (rev 8924)
@@ -18,10 +18,10 @@
   gl_Position = world_view_proj_mat * gl_Vertex;
 
   // Vertex in world space
-  //vertex_world_view_pos = (world_view_mat * gl_Vertex).xyz;
+  vertex_world_view_pos = (world_view_mat * gl_Vertex).xyz;
 
   // Vertex normal in world space
-  //vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
+  vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
 
   shadow_distance = gl_Position.z;
 

Modified: code/gazebo/branches/wx/Media/materials/programs/perpixel_fp.glsl
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/perpixel_fp.glsl   
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/programs/perpixel_fp.glsl   
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,4 +1,4 @@
-uniform vec3 derived_light_diffuse_color;
+uniform vec4 derived_light_diffuse_color;
 uniform vec4 derived_light_specular_color;
 uniform float surface_shininess;
 
@@ -7,15 +7,12 @@
 uniform vec4 light_attenuation;
 uniform vec4 spotlight_params;
 
-uniform sampler2D diffuse_map;
-
 varying vec3 vertex_world_view_pos;
 varying vec3 vertex_world_norm;
 
 void main()
 {
-  float spot = 1.0;
-  float specular = 0.0;
+  vec4 color = gl_FrontMaterial.emission;
 
   // Normalized fragment normal
   vec3 norm = normalize(vertex_world_norm);
@@ -30,27 +27,18 @@
 
   float lambert_term = max( dot(norm, light_dir_view), 0.0 );
 
-  
//////////////////////////////////////////////////////////////////////////////
-  // COMPUTE DIFFUSE CONTRIBUTION
-  vec4 diffuse_tex = texture2D(diffuse_map, gl_TexCoord[0].st);
-  vec4 diffuse_contrib = vec4(derived_light_diffuse_color * 
-                              diffuse_tex.rgb * lambert_term,1.0);
-
-
-  
//////////////////////////////////////////////////////////////////////////////
-  // COMPUTE SPOT AND SPECULAR COMPONENTS
   if (lambert_term > 0.0) 
   {
     vec3 view = -normalize(vertex_world_view_pos.xyz);
     vec3 halfway = normalize( view + light_dir_view );
     float nDotH = dot(norm, halfway);
 
-    float fAtten = 1.0 / (light_attenuation.y + 
-                          light_attenuation.z*light_dist + 
-                          light_attenuation.w*light_dist*light_dist);    
+    // Light attenuation
+    float atten = 1.0 / (light_attenuation.y + 
+                         light_attenuation.z*light_dist + 
+                         light_attenuation.w*light_dist*light_dist);    
 
-    float fSpotT = 1.0;
-
+    // Modify attenuation for spot lights
     if (!(spotlight_params.x == 1.0 && spotlight_params.y == 0.0 && 
           spotlight_params.z == 0.0 && spotlight_params.w == 1.0))
     {
@@ -59,17 +47,16 @@
       float fSpotE  = clamp((rho - spotlight_params.y) / 
           (spotlight_params.x - spotlight_params.y),0.0,1.0);
 
-      float fSpotT  = pow(fSpotE, spotlight_params.z);
-
-
-      spot = lambert_term * fAtten * fSpotT;
+      atten *= pow(fSpotE, spotlight_params.z);
     }
 
-    // Works for all light types
-    specular = pow(clamp(nDotH, 0.0, 1.0), surface_shininess) * fAtten * 
fSpotT;
+    // Add diffuse component
+    color += derived_light_diffuse_color * lambert_term * atten;
+
+    // Add specular component
+    color += derived_light_specular_color * 
+             pow(clamp(nDotH, 0.0, 1.0), surface_shininess) * atten;
   }
 
-  vec4 specular_contrib = specular * derived_light_specular_color;
-
-  gl_FragColor = (diffuse_contrib + specular_contrib) * spot;
+  gl_FragColor = color;
 }

Modified: code/gazebo/branches/wx/Media/materials/programs/perpixel_vp.glsl
===================================================================
--- code/gazebo/branches/wx/Media/materials/programs/perpixel_vp.glsl   
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/programs/perpixel_vp.glsl   
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,6 +1,5 @@
 uniform mat4 world_view_mat;
 uniform mat4 world_view_proj_mat;
-uniform mat4 inv_trans_world_view_mat;
 
 varying vec3 vertex_world_view_pos;
 varying vec3 vertex_world_norm;
@@ -13,8 +12,5 @@
   vertex_world_view_pos = (world_view_mat * gl_Vertex).xyz;
 
   // Vertex normal in world space
-  vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
-
-  // Pass through the diffuse component
-  gl_TexCoord[0] = gl_MultiTexCoord0;
+  vertex_world_norm = normalize( gl_NormalMatrix * gl_Normal );
 }

Modified: 
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_fp.glsl
===================================================================
--- 
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_fp.glsl   
    2010-09-29 15:43:52 UTC (rev 8923)
+++ 
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_fp.glsl   
    2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,5 +1,5 @@
 uniform vec4 inv_shadow_map_size;
-uniform vec3 derived_light_diffuse_color;
+uniform vec4 derived_light_diffuse_color;
 uniform vec4 derived_light_specular_color;
 uniform float surface_shininess;
 uniform vec4 shadow_depth_range;
@@ -49,7 +49,7 @@
   shadow_map_pos = shadow_map_pos / shadow_map_pos.w;
   vec2 uv = shadow_map_pos.xy;
 
-  float depth_adjust = 0.00001;
+  float depth_adjust = 0.000001;
   vec2 c = Blur(shadow_map, uv, offset, 2.0, depth_adjust).xy;
 
   // standard variance shadow mapping code
@@ -62,11 +62,8 @@
 
 void main()
 {
-  float shadow_factor = 1.0;
+  vec4 color = gl_FrontMaterial.emission;
 
-  float spot = 1.0;
-  float specular = 0.0;
-
   // Normalized fragment normal
   vec3 norm = normalize(vertex_world_norm);
 
@@ -80,46 +77,42 @@
 
   float lambert_term = max( dot(norm, light_dir_view), 0.0 );
 
-  
//////////////////////////////////////////////////////////////////////////////
-  // COMPUTE DIFFUSE CONTRIBUTION
-  vec4 diffuse_tex = texture2D(diffuse_map, gl_TexCoord[0].st);
-  vec4 diffuse_contrib = vec4(derived_light_diffuse_color * 
-                              diffuse_tex.rgb * lambert_term,1.0);
-
-
-  
//////////////////////////////////////////////////////////////////////////////
-  // COMPUTE SPOT AND SPECULAR COMPONENTS
-  if (lambert_term > 0.0 && light_dist <= light_attenuation.x) 
+  if (lambert_term > 0.0) 
   {
     vec3 view = -normalize(vertex_world_view_pos.xyz);
     vec3 halfway = normalize( view + light_dir_view );
     float nDotH = dot(norm, halfway);
 
-    float fAtten = 1.0 / (light_attenuation.y + 
-                          light_attenuation.z*light_dist + 
-                          light_attenuation.w*light_dist*light_dist);    
+    // Light attenuation
+    float atten = 1.0 / (light_attenuation.y + 
+                         light_attenuation.z*light_dist + 
+                         light_attenuation.w*light_dist*light_dist);    
 
-    float rho = dot(-light_direction_view_space.xyz, light_dir_view);
+    // Modify attenuation for spot lights
+    if (!(spotlight_params.x == 1.0 && spotlight_params.y == 0.0 && 
+          spotlight_params.z == 0.0 && spotlight_params.w == 1.0))
+    {
+      float rho = dot(-light_direction_view_space.xyz, light_dir_view);
 
-    float fSpotE  = clamp((rho - spotlight_params.y) / 
-        (spotlight_params.x - spotlight_params.y),0.0,1.0);
+      float fSpotE  = clamp((rho - spotlight_params.y) / 
+          (spotlight_params.x - spotlight_params.y),0.0,1.0);
 
-    float fSpotT  = pow(fSpotE, spotlight_params.z);
+      atten *= pow(fSpotE, spotlight_params.z);
+    }
 
-    spot = lambert_term * fAtten * fSpotT;
+    // Add diffuse component
+    color += derived_light_diffuse_color * lambert_term * atten;
 
-    // Works for all light types
-    specular = pow(clamp(nDotH, 0.0, 1.0), surface_shininess) * fAtten * 
fSpotT;
+    // Add specular component
+    color += derived_light_specular_color * 
+             pow(clamp(nDotH, 0.0, 1.0), surface_shininess) * atten;
   }
 
   
//////////////////////////////////////////////////////////////////////////////
   // COMPUTE SHADOW CONTRIBUTION
   //shadow_factor = ShadowPCF();
   //if (light_casts_shadows)
-  shadow_factor = ShadowPCF(shadow_map, vertex_light_pos, 
inv_shadow_map_size.xy);
-  //gl_FragColor = vec4(shadow_factor, shadow_factor, shadow_factor, 1.0);
+  float shadow_factor = ShadowPCF(shadow_map, vertex_light_pos, 
inv_shadow_map_size.xy);
 
-
-  vec4 specular_contrib = specular * derived_light_specular_color;
-  gl_FragColor = (diffuse_contrib + specular_contrib) * spot * shadow_factor;
+  gl_FragColor = color * shadow_factor;
 }

Modified: 
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_vp.glsl
===================================================================
--- 
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_vp.glsl   
    2010-09-29 15:43:52 UTC (rev 8923)
+++ 
code/gazebo/branches/wx/Media/materials/programs/spot_shadow_receiver_vp.glsl   
    2010-10-01 18:56:56 UTC (rev 8924)
@@ -20,13 +20,14 @@
   vertex_world_pos = (world_mat * gl_Vertex).xyz;
 
   // Vertex normal in world space
-  vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
+  //vertex_world_norm = (inv_trans_world_view_mat * vec4(gl_Normal, 1.0)).xyz;
+  vertex_world_norm = normalize( gl_NormalMatrix * gl_Normal );
 
   // Position of the vertex in light space (shadow map texture coords)
   vertex_light_pos = tex_world_view_proj_mat * gl_Vertex;
 
   // Pass through the diffuse component
-  gl_TexCoord[0] = gl_MultiTexCoord0;
+  //gl_TexCoord[0] = gl_MultiTexCoord0;
 
-  gl_FrontColor = gl_Color;
+  //gl_FrontColor = gl_Color;
 }

Modified: code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt      
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/scripts/CMakeLists.txt      
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,6 +1,7 @@
 SET (files Gazebo.material 
            shadow_receiver.material 
            shadow_caster.material
+           perpixel.material
            blur.compositor
            blur.material
 )

Modified: code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material     
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/scripts/Gazebo.material     
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,254 +1,278 @@
-////////////////////////////////////////////////////////////////////////////////
-// Shader Programs 
 
-// A really basic ambient pass program, support for one texture coodinate set
-vertex_program AmbientOneTexture glsl
+import * from "shadow_receiver.program"
+import * from "perpixel.program"
+
+material Gazebo/GrayGrid : shadow_receiver_template
 {
-  source ambient_one_texture_vp.glsl
+  set_texture_alias ambient_tex grayGrid.png
+  set_texture_alias diffuse_tex grayGrid.png
 
-  default_params
+  technique
   {
-    param_named_auto ambient ambient_light_colour
-  }
+    pass spot
+    {
+      specular 0.5 0.5 0.5 128
+    }
+
+    pass directional
+    {
+      specular 0.5 0.5 0.5 128
+    }
+ }
 }
 
+material Gazebo/Grey : perpixel_template
+{
+  technique
+  {
+    pass ambient
+    {
+      ambient .1 .1 .1 
+    }
 
+    pass light
+    {
+      diffuse .1 .1 .1
+      specular .1 .1 .1 128
+    }
+  }
+}
 
-
-material Gazebo/White
+material Gazebo/White : perpixel_template
 {
-       receive_shadows on
-
        technique
        {
-               pass Ambient
+               pass ambient
                {
-                       ambient 1.000000 1.000000 1.000000 1.000000
-      diffuse 1.0 1.0 1.0 1.0
-      specular 0.8 0.8 0.8 1 20
-      shading phong
+                       ambient 1 1 1 1
                }
-               pass PointLight
+
+               pass light
                {
-                       ambient 1.000000 1.000000 1.000000 1.000000
-      diffuse 1.0 1.0 1.0 1.0
-      specular 0.8 0.8 0.8 1 20
-      shading phong
+      diffuse 1 1 1 1
+      specular .1 .1 .1 128
                }
-
        }
 }
 
-material Gazebo/Eyes
+material Gazebo/FlatBlack : perpixel_template
 {
-  receive_shadows on
-
        technique
        {
-               pass
+               pass ambient
                {
-                       ambient 0 0 0 1.000000
-      texture_unit
-      {
-        colour_op_ex source1 src_manual src_current 0.1 0.1 0.1
-      }
+                       ambient 0 0 0
                }
+
+    pass light
+    {
+      diffuse 0 0 0
+      specular 0 0 0 0
+    }
        }
 }
 
-material Gazebo/FlatBlack
+material Gazebo/Black : perpixel_template
 {
-  receive_shadows off
-
        technique
        {
-               pass
+               pass ambient
                {
-                       ambient 0.0 0.0 0.0 1.000000
-      texture_unit { colour_op_ex source1 src_manual src_current 0 0 0
-      }
+                       ambient 0 0 0 
                }
+
+    pass light
+    {
+                       diffuse 0 0 0 
+      specular 0.1 0.1 0.1 128
+    }
        }
 }
 
-material Gazebo/Black
-{
-       receive_shadows on
 
+material Gazebo/Red : perpixel_template
+{
        technique
        {
-               pass
+               pass ambient
                {
-                       ambient 0.000000 0.000000 0.000000 1.000000
-                       diffuse 0.000000 0.000000 0.000000 1.000000
-      lighting on
-      shading phong
+                       ambient 1 0 0 
                }
+
+    pass light
+    {
+                       diffuse 1 0 0 
+                       specular .1 .1 .1 128 
+    }
        }
 }
 
-
-material Gazebo/Red
+material Gazebo/Green : perpixel_template
 {
-       receive_shadows on
-
        technique
        {
-               pass
+               pass ambient
                {
-                       ambient 1.000000 0.000000 0.000000 1.000000
-                       diffuse 1.000000 0.000000 0.000000 1.000000
-                       specular 0.200000 0.100000 0.100000 1.000000 
-                       emissive 0.000000 0.000000 0.000000 1.000000
-      lighting on
-      shading phong
+                       ambient 0 1 0 
                }
+
+               pass light
+               {
+                       diffuse 0 1 0 
+                       specular .1 .1 .1 128 
+               }
        }
 }
 
-material Gazebo/Green
+material Gazebo/Blue : perpixel_template
 {
-       receive_shadows on
-
        technique
        {
-               pass
-               {
-                       ambient 0.000000 1.000000 0.000000 1.000000
-                       diffuse 0.000000 1.000000 0.000000 1.000000
-                       specular 0.000000 0.000000 0.000000 1.000000 
-                       emissive 0.000000 0.000000 0.000000 0.000000
-      lighting on
-      shading phong
-               }
+    pass ambient
+    {
+                       ambient 0 0 1 
+    }
+
+    pass light
+    {
+                       diffuse 0 0 1 
+                       specular .1 .1 .1 128 
+      emissive 0 0 0
+    }
        }
 }
 
-material Gazebo/Yellow
+material Gazebo/Yellow : perpixel_template
 {
-       receive_shadows on
-
        technique
        {
-               pass
+               pass ambient
                {
-
-                       ambient 1.000000 1.000000 0.000000 1.000000
-                       diffuse 1.000000 1.000000 0.000000 1.000000
-                       specular 0.200000 0.200000 0.000000 1.000000 
-                       emissive 0.000000 0.000000 0.000000 1.000000
-      lighting on
-      shading phong
+                       ambient 1 1 0 
                }
+
+    pass light
+    {
+                       diffuse 1 1 0 
+                       specular .1 .1 .1 128 
+    }
        }
 }
 
-material Gazebo/Purple
+material Gazebo/Purple : perpixel_template
 {
-       receive_shadows on
-
        technique
        {
-               pass
+               pass ambient
                {
-
-                       ambient 1.000000 0.000000 1.000000 1.000000
-                       diffuse 1.000000 0.000000 1.000000 1.000000
-                       specular 0.200000 0.000000 0.200000 1.000000 
-                       emissive 0.000000 0.000000 0.000000 1.000000
-      lighting on
-      shading phong
+                       ambient 1 0 1 
                }
+
+    pass light
+    {
+                       diffuse 1 0 1 
+                       specular .1 .1 .1 128 
+    }
        }
 }
 
-material Gazebo/Turquoise
+material Gazebo/Turquoise : perpixel_template
 {
-       receive_shadows on
-
        technique
        {
-               pass
+               pass ambient
                {
-
-                       ambient 0.000000 1.000000 1.000000 1.000000
-                       diffuse 0.000000 1.000000 1.000000 1.000000
-                       specular 0.000000 0.200000 0.200000 1.000000 
-                       emissive 0.000000 0.000000 0.000000 1.000000
-      lighting on
-      shading phong
+                       ambient 0 1 1 
                }
+
+    pass light
+    {
+                       diffuse 0 1 1 
+                       specular .1 .1 .1 128 
+    }
        }
 }
 
-material Gazebo/WhiteEmissive
-{
-       receive_shadows off
 
+material Gazebo/WhiteGlow : Gazebo/White
+{
        technique
        {
-               pass
-               {
-      ambient 1.000000 1.000000 1.000000 1.000000
-                       diffuse 1.000000 1.000000 1.000000 1.000000
-                       specular 0.200000 0.200000 0.200000 1.000000
-                       emissive 1.000000 1.000000 1.000000 1.000000
-      lighting on
-               }
+    pass light
+    {
+                       emissive 1 1 1
+    }
        }
 }
 
-material Gazebo/RedEmissive
+material Gazebo/RedGlow : Gazebo/Red 
 {
-       receive_shadows off
-
        technique
        {
-               pass
-               {
-      ambient 1.000000 0.000000 0.000000 1.000000
-                       diffuse 1.000000 0.000000 0.000000 1.000000
-                       specular 0.200000 0.000000 0.000000 1.000000
-                       emissive 1.000000 0.000000 0.000000 1.000000
-      lighting on
-               }
+    pass light
+    {
+                       emissive 1 0 0
+    }
        }
 }
 
-material Gazebo/GreenEmissive
+material Gazebo/GreenGlow : Gazebo/Green
 {
-  receive_shadows off
+  technique
+  {
+    pass light
+    {
+      emissive 0 1 0
+    }
+  }
+}
 
+material Gazebo/BlueGlow : Gazebo/Blue
+{
   technique
   {
-    pass
+    pass light
     {
-      ambient 0.000000 1.000000 0.000000 1.000000
-      diffuse 0.000000 1.000000 0.000000 1.000000
-      specular 0.000000 0.200000 0.000000 1.000000
-      emissive 0.000000 0.100000 0.000000 1.000000
-      lighting on
-     }
+      emissive 0 0 1 
+    }
   }
 }
 
-material Gazebo/PurpleEmissive
+material Gazebo/YellowGlow : Gazebo/Yellow
 {
-       receive_shadows off
+       technique
+       {
+               pass light
+               {
+                       emissive 1 1 0
+               }
+       }
+}
 
+material Gazebo/PurpleGlow : Gazebo/Purple
+{
        technique
        {
-               pass
+               pass light
                {
-      ambient 1.000000 0.000000 1.000000 1.000000
-                       diffuse 1.000000 0.000000 1.000000 1.000000
-                       specular 0.200000 0.000000 0.200000 1.000000
-                       emissive 1.000000 0.000000 1.000000 1.000000
-      lighting on
+                       emissive 1 0 1
                }
        }
 }
 
+material Gazebo/TurquoiseGlow : Gazebo/Turquoise
+{
+       technique
+       {
+               pass light
+               {
+                       emissive 0 1 1
+               }
+       }
+}
+
+
+
 material Gazebo/BlueLaser
 {
   receive_shadows off
@@ -273,22 +297,7 @@
   }
 }
 
-material Gazebo/BlueEmissive
-{
-  receive_shadows off
 
-  technique
-  {
-    pass
-    {
-      ambient 0.000000 0.000000 1.000000 1.000000
-      diffuse 0.000000 0.000000 1.000000 1.000000
-      specular 0.000000 0.000000 0.200000 1.000000
-      emissive 0.000000 0.000000 1.000000 1.000000
-      lighting on
-    }
-  }
-}
 
 material Gazebo/JointAnchor
 {
@@ -307,23 +316,7 @@
   }
 }
 
-material Gazebo/Blue
-{
-       receive_shadows on
 
-       technique
-       {
-               pass
-               {
-                 ambient 0.000000 0.000000 1.000000 1.000000
-                       diffuse 0.000000 0.000000 1.000000 1.000000
-                       specular 0.000000 0.000000 0.200000 1.000000
-                       emissive 0.000000 0.000000 0.000000 1.000000
-      lighting on
-      shading phong
-               }
-       }
-}
 
 material Gazebo/Skull
 {

Modified: 
code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material
===================================================================
--- code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material    
2010-09-29 15:43:52 UTC (rev 8923)
+++ code/gazebo/branches/wx/Media/materials/scripts/shadow_receiver.material    
2010-10-01 18:56:56 UTC (rev 8924)
@@ -1,34 +1,3 @@
-//vertex_program perpixel_vp_glsl glsl
-//{
-//  source perpixel_vp.glsl
-//
-//  default_params
-//  {
-//    param_named_auto world_view_mat worldview_matrix
-//    param_named_auto world_view_proj_mat worldviewproj_matrix
-//    param_named_auto inv_trans_world_view_mat 
inverse_transpose_worldview_matrix
-//  }
-//}
-//
-//fragment_program perpixel_fp_glsl glsl
-//{
-//  source perpixel_fp.glsl
-//
-//  default_params
-//  {
-//    param_named_auto derived_light_diffuse_color 
derived_light_diffuse_colour 0
-//    param_named_auto derived_light_specular_color 
derived_light_specular_colour 0
-//    param_named_auto surface_shininess surface_shininess
-//
-//    param_named_auto light_position_view_space light_position_view_space 0
-//    param_named_auto light_direction_view_space light_direction_view_space 0
-//    param_named_auto light_attenuation light_attenuation 0
-//    param_named_auto spotlight_params spotlight_params 0
-//
-//    param_named diffuse_map int 0
-//  }
-//}
-
 vertex_program spot_receiver_vp_glsl glsl
 {
   source spot_shadow_receiver_vp.glsl
@@ -150,7 +119,7 @@
 }
 
 
-abstract material receiver_template
+abstract material shadow_receiver_template
 {
   technique
   {
@@ -262,37 +231,3 @@
     }
   }
 }
-
-material Gazebo/GrayGrid : receiver_template
-{
-  set_texture_alias ambient_tex grayGrid.png
-  set_texture_alias diffuse_tex grayGrid.png
-
-  technique
-  {
-    pass spot
-    {
-      specular 0.1 0.1 0.1 128
-    }
-
-    pass directional
-    {
-      specular 0.1 0.1 0.1 128
-    }
-  }
-}
-
-material Gazebo/Grey : receiver_template
-{
-       technique
-       {
-               pass ambient
-               {
-                       ambient 0.3 0.3 0.3 1.0
-      diffuse 0.5 0.5 0.5 1.0
-      specular 0.8 0.8 0.8 1
-               }
-       }
-}
-
-


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