]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/phong.glsl
Improve error reporting in the Blender exporter
[libs/gl.git] / shaderlib / phong.glsl
index f9d8d1e72b971827401575a567fc7ba38f3943a9..570024ab1b5aaa27f22c8796a05d2353c8349511 100644 (file)
@@ -2,6 +2,26 @@ import msp_interface;
 import common;
 import shadow;
 
+struct BasicMaterialParameters
+{
+       vec4 diffuse;
+       vec4 specular;
+       vec4 emission;
+       float shininess;
+       float reflectivity;
+};
+
+uniform BasicMaterial
+{
+       BasicMaterialParameters basic_material;
+};
+
+uniform sampler2D diffuse_map;
+uniform sampler2D specular_map;
+uniform sampler2D shininess_map;
+uniform sampler2D emission_map;
+uniform sampler2D reflectivity_map;
+
 layout(constant_id=auto) const bool use_diffuse_map = false;
 layout(constant_id=auto) const bool use_specular = false;
 layout(constant_id=auto) const bool use_specular_map = false;
@@ -65,10 +85,8 @@ vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3
        vec3 color = light_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);
+               vec3 reflected = reflect(look, normal);
+               float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess);
                color += light_color*surface_specular*specular_intensity;
        }
        return color;