7 struct BasicMaterialParameters
16 layout(set=1) uniform BasicMaterial
18 BasicMaterialParameters basic_material;
19 AlphaCutoffParams alpha_cutoff;
22 layout(set=1) uniform sampler2D diffuse_map;
23 layout(set=1) uniform sampler2D specular_map;
24 layout(set=1) uniform sampler2D shininess_map;
25 layout(set=1) uniform sampler2D emission_map;
26 layout(set=1) uniform sampler2D reflectivity_map;
28 layout(constant_id=auto) const bool use_diffuse_map = false;
29 layout(constant_id=auto) const bool use_specular = false;
30 layout(constant_id=auto) const bool use_specular_map = false;
31 layout(constant_id=auto) const bool use_shininess_map = false;
32 layout(constant_id=auto) const bool use_emission = false;
33 layout(constant_id=auto) const bool use_emission_map = false;
34 layout(constant_id=auto) const bool use_reflectivity = false;
35 layout(constant_id=auto) const bool use_reflectivity_map = false;
37 #pragma MSP stage(fragment)
38 virtual vec4 get_diffuse_color()
41 return texture(diffuse_map, texcoord.xy);
43 return basic_material.diffuse;
46 virtual vec3 get_specular_color()
49 return texture(specular_map, texcoord.xy).rgb;
51 return basic_material.specular.rgb;
54 virtual float get_shininess_value()
57 return texture(shininess_map, texcoord.xy).r*255.0;
59 return basic_material.shininess;
62 virtual vec3 get_emission_color()
65 return texture(emission_map, texcoord.xy).rgb;
67 return basic_material.emission.rgb;
70 virtual float get_reflectivity_value()
72 if(use_reflectivity_map)
73 return texture(reflectivity_map, texcoord.xy).r;
75 return basic_material.reflectivity;
78 vec3 phong_ambient(vec3 surface_diffuse)
80 return ambient_color.rgb*surface_diffuse;
83 vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
85 float diffuse_intensity = max(dot(light, normal), 0.0);
86 vec3 color = surface_diffuse*diffuse_intensity;
89 vec3 reflected = reflect(look, normal);
90 float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess);
91 color += surface_specular*specular_intensity;
96 vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
98 vec3 color = phong_ambient(surface_diffuse);
99 for(int i=0; i<max_lights; ++i)
100 if(light_sources[i].type!=0)
102 IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
103 float shadow = get_shadow_factor(i, world_vertex);
104 color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
108 color += get_emission_color();
111 color += get_reflection(normal, look)*get_reflectivity_value();
118 vec4 surface_diffuse = get_diffuse_color();
119 float alpha = apply_alpha_cutoff(surface_diffuse.a, alpha_cutoff);
121 vec3 normal = get_fragment_normal();
122 vec3 look = normalize(world_look_dir);
124 vec3 surface_specular = get_specular_color();
125 float shininess = get_shininess_value();
127 vec3 lit_color = phong_lighting(normal, look, surface_diffuse.rgb, surface_specular, shininess);
129 frag_color = vec4(lit_color, alpha);