-struct LightSourceParameters
-{
- vec4 position;
- vec4 diffuse;
- vec4 specular;
-};
-
-struct MaterialParameters
-{
- vec4 ambient;
- vec4 diffuse;
- vec4 specular;
- float shininess;
-};
-
-struct ClipPlane
-{
- vec4 equation;
-};
-
-uniform mat4 eye_obj_matrix;
-uniform mat3 eye_obj_normal_matrix;
-uniform Transform
-{
- mat4 projection_matrix;
-};
-
-uniform Material
-{
- MaterialParameters material;
- float reflectivity;
-};
+// Deprecated; use phong.glsl instead.
+import msp_interface;
const bool use_vertex_color = false;
const bool use_specular = false;
const bool use_sky = false;
const bool use_fog = false;
-uniform Lighting
-{
- // Declared as an array for compatibility reasons
- LightSourceParameters light_sources[1];
- vec4 ambient_color;
- vec4 sky_color;
- vec3 eye_zenith_dir;
- float horizon_limit;
- vec4 fog_color;
- float fog_density;
-};
const bool use_diffuse_map = false;
-uniform sampler2D diffuse_map;
-
const bool use_normal_map = false;
-uniform sampler2D normal_map;
const bool use_shadow_map = false;
-uniform sampler2DShadow shadow;
-uniform ShadowMap
-{
- float shadow_darkness;
- mat4 shd_eye_matrix;
-};
const bool use_environment_map = false;
-uniform samplerCube environment;
-uniform EnvMap
-{
- mat3 env_eye_matrix;
-};
-
-const int max_clip_planes = 0;
-uniform Clipping
-{
- ClipPlane clip_planes[max_clip_planes];
-};
-
-////// vertex
-layout(location=0) in vec4 vertex;
-layout(location=8) in vec4 texcoord;
-layout(location=3) in vec4 color;
-layout(location=2) in vec3 normal;
-layout(location=4) in vec3 tangent;
-layout(location=5) in vec3 binormal;
+#pragma MSP stage(vertex)
vec4 get_vertex_position()
{
return vertex;
passthrough;
}
-////// fragment
-layout(location=0) out vec4 frag_color;
-
+#pragma MSP stage(fragment)
vec4 get_diffuse_sample()
{
return texture(diffuse_map, texcoord.xy);
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;