layout(constant_id=auto) const bool use_emission_map = false;
layout(constant_id=auto) const bool use_reflectivity = false;
layout(constant_id=auto) const bool use_reflectivity_map = false;
-layout(constant_id=auto) const bool use_sky = false;
-layout(constant_id=auto) const bool use_fog = false;
#pragma MSP stage(fragment)
virtual vec4 get_diffuse_color()
return ambient_color.rgb*surface_diffuse;
}
-vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3 surface_diffuse, vec3 surface_specular, float shininess)
+vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
{
float diffuse_intensity = max(dot(light, normal), 0.0);
- vec3 color = light_color*surface_diffuse*diffuse_intensity;
+ vec3 color = surface_diffuse*diffuse_intensity;
if(use_specular)
{
- /* The light vector points towards the light, so reflected will point
- towards the surface - but so does the look vector. */
- vec3 reflected = reflect(light, normal);
- float specular_intensity = pow(max(dot(reflected, look), 0.0), shininess);
- color += light_color*surface_specular*specular_intensity;
+ vec3 reflected = reflect(look, normal);
+ float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess);
+ color += surface_specular*specular_intensity;
}
return color;
}
vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
{
- vec3 light;
- if(use_normal_map)
- light = normalize(tbn_light_dir);
- else
- light = normalize(eye_light_dir);
-
vec3 color = phong_ambient(surface_diffuse);
- float shadow = get_shadow_factor(0);
- color += phong_one_light(light, normal, look, light_sources[0].diffuse.rgb, surface_diffuse, surface_specular, shininess)*shadow;
+ for(int i=0; i<max_lights; ++i)
+ if(light_sources[i].type!=0)
+ {
+ IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
+ float shadow = get_shadow_factor(i, world_vertex);
+ color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
+ }
if(use_emission)
color += get_emission_color();
void main()
{
- vec3 normal;
- vec3 look;
- if(use_normal_map)
- {
- normal = get_fragment_normal();
- look = normalize(tbn_look_dir);
- }
- else
- {
- normal = normalize(eye_normal);
- look = normalize(eye_look_dir);
- }
+ vec3 normal = get_fragment_normal();
+ vec3 look = normalize(world_look_dir);
vec4 surface_diffuse = get_diffuse_color();
vec3 surface_specular = get_specular_color();