X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=234897116183a4997c625687447b65172ef8036d;hb=8d211effd0c6db66e57f9ffd8ee712eef6069a1c;hp=56fa68c7767e1264d2a170baa4931e69ae8c0482;hpb=842c817bb679a5a0abc05e8149e2e6e0ae1a0412;p=libs%2Fgl.git diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index 56fa68c7..23489711 100644 --- a/shaderlib/phong.glsl +++ b/shaderlib/phong.glsl @@ -2,6 +2,27 @@ import msp_interface; import common; import shadow; +struct BasicMaterialParameters +{ + vec4 diffuse; + vec4 specular; + vec4 emission; + float shininess; + float reflectivity; +}; + +uniform BasicMaterial +{ + BasicMaterialParameters basic_material; + float alpha_cutoff; +}; + +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; @@ -10,11 +31,10 @@ layout(constant_id=auto) const bool use_emission = false; 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; +layout(constant_id=auto) const bool use_alpha_cutoff = false; #pragma MSP stage(fragment) -vec4 get_diffuse_color() +virtual vec4 get_diffuse_color() { if(use_diffuse_map) return texture(diffuse_map, texcoord.xy); @@ -22,7 +42,7 @@ vec4 get_diffuse_color() return basic_material.diffuse; } -vec3 get_specular_color() +virtual vec3 get_specular_color() { if(use_specular_map) return texture(specular_map, texcoord.xy).rgb; @@ -30,7 +50,7 @@ vec3 get_specular_color() 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; @@ -38,7 +58,7 @@ float get_shininess_value() return basic_material.shininess; } -vec3 get_emission_color() +virtual vec3 get_emission_color() { if(use_emission_map) return texture(emission_map, texcoord.xy).rgb; @@ -46,7 +66,7 @@ vec3 get_emission_color() 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; @@ -59,32 +79,29 @@ vec3 phong_ambient(vec3 surface_diffuse) 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