{ FRAGMENT, "rgb_surface_ambient", "vec3", "rgb_illumination_ambient*material.ambient.rgb", "!t" },
{ FRAGMENT, "rgb_surface_ambient", "vec3", "rgb_illumination_ambient*material.ambient.rgb*tex_sample.rgb", "t" },
- { FRAGMENT, "rgb_illumination_ambient", "vec3", "ambient_color.rgb", 0 },
+ { FRAGMENT, "rgb_illumination_ambient", "vec3", "ambient_color.rgb", "!y" },
+ { FRAGMENT, "rgb_illumination_ambient", "vec3", "ambient_color.rgb+l_skylight*sky_color.rgb", "y" },
+ { FRAGMENT, "l_skylight", "float", "dot(n_zzz_normal, zzz_sky_dir)*0.5+0.5", 0 },
{ FRAGMENT, "rgb_surface_specular", "vec3", "rgb_illumination_specular*material.specular.rgb", 0 },
- { FRAGMENT, "rgb_illumination_specular", "vec3", "rgb_light_specular", "!s" },
- { FRAGMENT, "rgb_illumination_specular", "vec3", "rgb_light_specular*l_shadow", "s" },
+ { FRAGMENT, "rgb_illumination_specular", "vec3", "rgb_illumination_specular_direct", "!y|e" },
+ { FRAGMENT, "rgb_illumination_specular", "vec3", "rgb_illumination_specular_direct+l_sky_specular*sky_color.rgb", "y!e" },
+ { FRAGMENT, "rgb_illumination_specular_direct", "vec3", "rgb_light_specular", "!s" },
+ { FRAGMENT, "rgb_illumination_specular_direct", "vec3", "rgb_light_specular*l_shadow", "s" },
{ FRAGMENT, "rgb_light_specular[i]", "vec3", "l_specular[i]*light_sources[i].specular.rgb", 0 },
+ { FRAGMENT, "l_sky_specular", "float", "pow((1.0-pow(clamp(dot(zzz_reflect_dir, zzz_sky_dir)-horizon_limit, -1.0, 0.0), 2.0)), material.shininess/2.0)", 0 },
{ FRAGMENT, "l_specular[i]", "float", "pow(max(dot(n_zzz_half_vec[i], n_zzz_normal), 0.0), material.shininess)", 0 },
{ FRAGMENT, "rgb_surface_diffuse", "vec3", "rgb_illumination_diffuse*material.diffuse.rgb", "!t" },
{ VERTEX, "gl_Position", "vec4", "projection_matrix*eye_vertex", 0 },
{ VERTEX, "shd_vertex", "vec3", "vec3(dot(eye_vertex, gl_EyePlaneS[shadow_unit]), dot(eye_vertex, gl_EyePlaneT[shadow_unit]), dot(eye_vertex, gl_EyePlaneR[shadow_unit]))", "g" },
{ VERTEX, "shd_vertex", "vec3", "(shd_eye_matrix*eye_vertex).xyz", "!g" },
+ { VERTEX, "tbn_sky_dir", "vec3", "eye_sky_dir*eye_tbn_matrix", "n" },
{ VERTEX, "tbn_light_dir[i]", "vec3", "eye_light_dir[i]*eye_tbn_matrix", 0 },
{ VERTEX, "eye_light_dir[i]", "vec3", "normalize(eye_light_position[i].xyz-eye_vertex.xyz*eye_light_position[i].w)", 0 },
{ VERTEX, "eye_light_position[i]", "vec4", "light_sources[i].position", 0 },
{ UNIFORM, "shd_eye_matrix", "mat4", 0, 0 },
{ UNIFORM, "light_sources", "struct { vec4 position; vec4 diffuse; vec4 specular; }[MAX_LIGHTS]", "gl_LightSource[i]", 0 },
{ UNIFORM, "ambient_color", "vec4", 0, 0 },
+ { UNIFORM, "sky_color", "vec4", 0, 0 },
+ { UNIFORM, "eye_sky_dir", "vec3", 0, 0 },
+ { UNIFORM, "horizon_limit", "float", 0, 0 },
{ UNIFORM, "material", "struct { vec4 ambient; vec4 diffuse; vec4 specular; float shininess; }", "gl_FrontMaterial", 0 },
// Terminator entry
if(lighting)
{
flags += 'l';
+ if(skylight)
+ flags += 'y';
if(specular)
flags += 'p';
if(normalmap)
add("normalmap", &StandardFeatures::normalmap);
add("reflection", &StandardFeatures::reflection);
add("shadow", &StandardFeatures::shadow);
+ add("skylight", &StandardFeatures::skylight);
add("specular", &StandardFeatures::specular);
add("texture", &StandardFeatures::texture);
}