+// Deprecated; use phong.glsl instead.
import msp_interface;
const bool use_vertex_color = false;
vec4 get_environment_sample(vec3 direction)
{
- return texture(environment, direction);
+ return texture(environment_map, direction);
}
vec3 normal;
vec3 singlepass_lighting()
{
- float shadow_sample = texture(shadow, shadow_coord);
+ float shadow_sample = texture(shadow_map, shadow_coord);
float shadow_intensity = mix(1.0, shadow_sample, shadow_darkness);
vec3 ambient_light = ambient_color.rgb;
vec3 diffuse_light = diffuse_intensity*light_sources[0].diffuse.rgb;
vec3 half_vec = normalize(light_dir-incident_dir);
- float specular_intensity = pow(max(dot(half_vec, normal), 0.0), material.shininess);
+ float specular_intensity = pow(max(dot(half_vec, normal), 0.0), basic_material.shininess);
if(use_shadow_map)
specular_intensity *= shadow_intensity;
vec3 specular_light = specular_intensity*light_sources[0].specular.rgb;
- vec3 result = material.ambient.rgb*ambient_light+material.diffuse.rgb*diffuse_light;
+ vec3 result = basic_material.diffuse.rgb*ambient_light+basic_material.diffuse.rgb*diffuse_light;
if(use_diffuse_map)
result *= diffuse_sample.rgb;
if(use_specular)
- result += material.specular.rgb*specular_light;
+ result += basic_material.specular.rgb*specular_light;
return result;
}
float singlepass_transparency()
{
- float alpha = material.diffuse.a;
+ float alpha = basic_material.diffuse.a;
if(use_diffuse_map)
alpha *= diffuse_sample.a;
return alpha;