--- /dev/null
+import msp_interface;
+import shadow;
+
+const bool use_normal_map = false;
+
+#pragma MSP stage(vertex)
+vec4 get_vertex_position()
+{
+ return vertex;
+}
+
+vec3 get_vertex_normal()
+{
+ return normal;
+}
+
+vec4 transform_position(vec4 pos)
+{
+ return eye_obj_matrix*pos;
+}
+
+vec3 transform_normal(vec3 nor)
+{
+ return eye_obj_normal_matrix*nor;
+}
+
+void standard_transform()
+{
+ out vec4 eye_vertex = transform_position(get_vertex_position());
+ gl_Position = projection_matrix*eye_vertex;
+
+ out vec3 eye_normal = transform_normal(get_vertex_normal());
+ vec3 eye_tangent = transform_normal(tangent);
+ vec3 eye_binormal = transform_normal(binormal);
+ out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
+
+ out vec3 eye_look_dir = normalize(eye_vertex.xyz);
+ out vec3 tbn_look_dir = eye_look_dir*eye_tbn_matrix;
+
+ out vec3 eye_light_dir = normalize(light_sources[0].position.xyz-eye_vertex.xyz*light_sources[0].position.w);
+ out vec3 tbn_light_dir = eye_light_dir*eye_tbn_matrix;
+
+ out vec3 eye_halfway_dir = normalize(eye_light_dir-eye_look_dir);
+ out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix;
+
+ out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
+ out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
+ out float fog_coord = eye_vertex.z;
+
+ for(int i=0; i<max_clip_planes; ++i)
+ gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+
+ shadow_transform(eye_vertex);
+}
+
+void custom_transform()
+{
+}
+
+void main()
+{
+ standard_transform();
+ custom_transform();
+ passthrough;
+}
+
+#pragma MSP stage(fragment)
+vec3 get_normal_sample()
+{
+ if(use_normal_map)
+ return texture(normal_map, texcoord.xy).xyz*2.0-1.0;
+ else
+ return vec3(0.0, 0.0, 1.0);
+}
+
+vec4 get_environment_sample(vec3 direction)
+{
+ return texture(environment, direction);
+}
+
+vec3 get_reflection(vec3 normal, vec3 look)
+{
+ vec3 reflect_dir = reflect(look, normal);
+ if(use_normal_map)
+ reflect_dir = eye_tbn_matrix*reflect_dir;
+
+ return get_environment_sample(env_eye_matrix*reflect_dir).rgb;
+}
+
+vec3 apply_fog(vec3 color)
+{
+ float fog_value = exp(fog_coord*fog_density);
+ return mix(fog_color, color, fog_value);
+}
--- /dev/null
+import msp_interface;
+import common;
+import shadow;
+
+const bool use_diffuse_map = false;
+const bool use_specular = false;
+const bool use_specular_map = false;
+const bool use_shininess_map = false;
+const bool use_emission = false;
+const bool use_emission_map = false;
+const bool use_reflectivity = false;
+const bool use_reflectivity_map = false;
+const bool use_sky = false;
+const bool use_fog = false;
+
+#pragma MSP stage(fragment)
+vec4 get_diffuse_color()
+{
+ if(use_diffuse_map)
+ return texture(diffuse_map, texcoord.xy);
+ else
+ return basic_material.diffuse;
+}
+
+vec3 get_specular_color()
+{
+ if(use_specular_map)
+ return texture(specular_map, texcoord.xy).rgb;
+ else
+ return basic_material.specular.rgb;
+}
+
+float get_shininess_value()
+{
+ if(use_shininess_map)
+ return texture(shininess_map, texcoord.xy).r*255.0;
+ else
+ return basic_material.shininess;
+}
+
+vec3 get_emission_color()
+{
+ if(use_emission_map)
+ return texture(emission_map, texcoord.xy).rgb;
+ else
+ return basic_material.emission.rgb;
+}
+
+float get_reflectivity_value()
+{
+ if(use_reflectivity_map)
+ return texture(reflectivity_map, texcoord.xy).r;
+ else
+ return basic_material.reflectivity;
+}
+
+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)
+{
+ float diffuse_intensity = max(dot(light, normal), 0.0);
+ 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);
+ 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 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;
+
+ if(use_emission)
+ color += get_emission_color();
+
+ if(use_reflectivity)
+ color += get_reflection(normal, look)*get_reflectivity_value();
+
+ return color;
+}
+
+void main()
+{
+ vec3 normal;
+ vec3 look;
+ if(use_normal_map)
+ {
+ normal = get_normal_sample();
+ look = normalize(tbn_look_dir);
+ }
+ else
+ {
+ normal = normalize(eye_normal);
+ look = normalize(eye_look_dir);
+ }
+
+ vec4 surface_diffuse = get_diffuse_color();
+ vec3 surface_specular = get_specular_color();
+ float shininess = get_shininess_value();
+
+ vec3 lit_color = phong_lighting(normal, look, surface_diffuse.rgb, surface_specular, shininess);
+
+ frag_color = vec4(lit_color, surface_diffuse.a);
+}