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;
layout(constant_id=auto) const bool use_fog = false;
#pragma MSP stage(fragment)
-vec4 get_diffuse_color()
+virtual vec4 get_diffuse_color()
{
if(use_diffuse_map)
return texture(diffuse_map, texcoord.xy);
return basic_material.diffuse;
}
-vec3 get_specular_color()
+virtual vec3 get_specular_color()
{
if(use_specular_map)
return texture(specular_map, texcoord.xy).rgb;
return basic_material.specular.rgb;
}
-float get_shininess_value()
+virtual float get_shininess_value()
{
if(use_shininess_map)
return texture(shininess_map, texcoord.xy).r*255.0;
return basic_material.shininess;
}
-vec3 get_emission_color()
+virtual vec3 get_emission_color()
{
if(use_emission_map)
return texture(emission_map, texcoord.xy).rgb;
return basic_material.emission.rgb;
}
-float get_reflectivity_value()
+virtual float get_reflectivity_value()
{
if(use_reflectivity_map)
return texture(reflectivity_map, texcoord.xy).r;
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;
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 light = normalize(world_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;
+ color += phong_one_light(light, normal, look, light_sources[0].color, surface_diffuse, surface_specular, shininess)*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();