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1 import msp_interface;
2 import common;
3 import shadow;
4
5 struct BasicMaterialParameters
6 {
7         vec4 diffuse;
8         vec4 specular;
9         vec4 emission;
10         float shininess;
11         float reflectivity;
12 };
13
14 uniform BasicMaterial
15 {
16         BasicMaterialParameters basic_material;
17 };
18
19 uniform sampler2D diffuse_map;
20 uniform sampler2D specular_map;
21 uniform sampler2D shininess_map;
22 uniform sampler2D emission_map;
23 uniform sampler2D reflectivity_map;
24
25 layout(constant_id=auto) const bool use_diffuse_map = false;
26 layout(constant_id=auto) const bool use_specular = false;
27 layout(constant_id=auto) const bool use_specular_map = false;
28 layout(constant_id=auto) const bool use_shininess_map = false;
29 layout(constant_id=auto) const bool use_emission = false;
30 layout(constant_id=auto) const bool use_emission_map = false;
31 layout(constant_id=auto) const bool use_reflectivity = false;
32 layout(constant_id=auto) const bool use_reflectivity_map = false;
33
34 #pragma MSP stage(fragment)
35 virtual vec4 get_diffuse_color()
36 {
37         if(use_diffuse_map)
38                 return texture(diffuse_map, texcoord.xy);
39         else
40                 return basic_material.diffuse;
41 }
42
43 virtual vec3 get_specular_color()
44 {
45         if(use_specular_map)
46                 return texture(specular_map, texcoord.xy).rgb;
47         else
48                 return basic_material.specular.rgb;
49 }
50
51 virtual float get_shininess_value()
52 {
53         if(use_shininess_map)
54                 return texture(shininess_map, texcoord.xy).r*255.0;
55         else
56                 return basic_material.shininess;
57 }
58
59 virtual vec3 get_emission_color()
60 {
61         if(use_emission_map)
62                 return texture(emission_map, texcoord.xy).rgb;
63         else
64                 return basic_material.emission.rgb;
65 }
66
67 virtual float get_reflectivity_value()
68 {
69         if(use_reflectivity_map)
70                 return texture(reflectivity_map, texcoord.xy).r;
71         else
72                 return basic_material.reflectivity;
73 }
74
75 vec3 phong_ambient(vec3 surface_diffuse)
76 {
77         return ambient_color.rgb*surface_diffuse;
78 }
79
80 vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
81 {
82         float diffuse_intensity = max(dot(light, normal), 0.0);
83         vec3 color = surface_diffuse*diffuse_intensity;
84         if(use_specular)
85         {
86                 vec3 reflected = reflect(look, normal);
87                 float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess);
88                 color += surface_specular*specular_intensity;
89         }
90         return color;
91 }
92
93 vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
94 {
95         vec3 color = phong_ambient(surface_diffuse);
96         for(int i=0; i<max_lights; ++i)
97                 if(light_sources[i].type!=0)
98                 {
99                         IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
100                         float shadow = get_shadow_factor(i, world_vertex);
101                         color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
102                 }
103
104         if(use_emission)
105                 color += get_emission_color();
106
107         if(use_reflectivity)
108                 color += get_reflection(normal, look)*get_reflectivity_value();
109
110         return color;
111 }
112
113 void main()
114 {
115         vec3 normal = get_fragment_normal();
116         vec3 look = normalize(world_look_dir);
117
118         vec4 surface_diffuse = get_diffuse_color();
119         vec3 surface_specular = get_specular_color();
120         float shininess = get_shininess_value();
121
122         vec3 lit_color = phong_lighting(normal, look, surface_diffuse.rgb, surface_specular, shininess);
123
124         frag_color = vec4(lit_color, surface_diffuse.a);
125 }