"!lm", "varying vec4 v_color;\n",
"l!n", "varying vec3 v_normal;\n",
"l", "varying vec3 v_light_dir;\n",
- "p", "varying vec3 v_eye_dir;\n",
+ "p|e", "varying vec3 v_eye_dir;\n",
"r", "vec4 transform_vertex(vec4);\n",
"lr", "vec3 transform_normal(vec3);\n",
0, "void main()\n",
"l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
"n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
"l!n", "\tv_light_dir = eye_light_dir;\n",
- "p", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
- "pn", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
- "p!n", "\tv_eye_dir = eye_dir;\n",
+ "p|e", "\tvec3 eye_dir = -normalize(eye_pos.xyz);\n",
+ "p|en", "\tv_eye_dir = vec3(dot(eye_tangent, eye_dir), dot(eye_binormal, eye_dir), dot(eye_normal, eye_dir));\n",
+ "p|e!n", "\tv_eye_dir = eye_dir;\n",
"t|n", "\tv_texcoord = gl_MultiTexCoord0.xy;\n",
"s", "\tv_shadowcoord = vec3(dot(gl_EyePlaneS[3], eye_pos), dot(gl_EyePlaneT[3], eye_pos), dot(gl_EyePlaneR[3], eye_pos));\n",
"!lm", "\tv_color = gl_Color;\n",
"t", "uniform sampler2D texture;\n",
"n", "uniform sampler2D normalmap;\n",
"s", "uniform sampler2DShadow shadow;\n",
+ "e", "uniform samplerCube environment;\n",
+ "e", "uniform float reflectivity;\n",
"t|n", "varying vec2 v_texcoord;\n",
"s", "varying vec3 v_shadowcoord;\n",
"!lm", "varying vec4 v_color;\n",
"l!n", "varying vec3 v_normal;\n",
"l", "varying vec3 v_light_dir;\n",
- "p", "varying vec3 v_eye_dir;\n",
+ "p|e", "varying vec3 v_eye_dir;\n",
0, "void main()\n",
0, "{\n",
"n", "\tvec3 n_normal = texture2D(normalmap, v_texcoord).xyz*2.0-1.0;\n",
"p", "\tvec3 half_dir = normalize(v_eye_dir+v_light_dir);\n",
"p", "\tfloat l_specular = pow(max(dot(half_dir, n_normal), 0.0), gl_FrontMaterial.shininess);\n",
"s", "\tfloat l_shadow = shadow2D(shadow, v_shadowcoord).r;\n",
+ /* XXX This is incorrect with normal mapping, since the vectors are in TBN
+ space but environment map is expected to be in eye space */
+ "e", "\tvec4 reflection = textureCube(environment, n_normal*(dot(n_normal, v_eye_dir)*2.0)-v_eye_dir);\n",
0, "\tgl_FragColor = ",
"!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
"t", "texture2D(texture, v_texcoord)",
"s", "*l_shadow",
"lm", "+gl_FrontLightModelProduct.sceneColor",
"l", ")",
+ "e", "+reflection*reflectivity",
0, ";\n",
0, "}\n",
0, 0
specular(false),
normalmap(false),
shadow(false),
+ reflection(false),
transform(false)
{ }
}
if(shadow)
flags += 's';
+ if(reflection)
+ flags += 'e';
if(transform)
flags += 'r';