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1 import msp_interface;
2 import common;
3 import lighting;
4 import shadow;
5 import environment;
6
7 struct BasicMaterialParameters
8 {
9         vec4 diffuse;
10         vec4 specular;
11         vec4 emission;
12         float shininess;
13         float reflectivity;
14 };
15
16 layout(set=1) uniform BasicMaterial
17 {
18         BasicMaterialParameters basic_material;
19         AlphaCutoffParams alpha_cutoff;
20 };
21
22 layout(set=1) uniform sampler2D diffuse_map;
23 layout(set=1) uniform sampler2D specular_map;
24 layout(set=1) uniform sampler2D shininess_map;
25 layout(set=1) uniform sampler2D emission_map;
26 layout(set=1) uniform sampler2D reflectivity_map;
27
28 layout(constant_id=auto) const bool use_diffuse_map = false;
29 layout(constant_id=auto) const bool use_specular = false;
30 layout(constant_id=auto) const bool use_specular_map = false;
31 layout(constant_id=auto) const bool use_shininess_map = false;
32 layout(constant_id=auto) const bool use_emission = false;
33 layout(constant_id=auto) const bool use_emission_map = false;
34 layout(constant_id=auto) const bool use_reflectivity = false;
35 layout(constant_id=auto) const bool use_reflectivity_map = false;
36
37 #pragma MSP stage(fragment)
38 virtual vec4 get_diffuse_color()
39 {
40         if(use_diffuse_map)
41                 return texture(diffuse_map, texcoord.xy);
42         else
43                 return basic_material.diffuse;
44 }
45
46 virtual vec3 get_specular_color()
47 {
48         if(use_specular_map)
49                 return texture(specular_map, texcoord.xy).rgb;
50         else
51                 return basic_material.specular.rgb;
52 }
53
54 virtual float get_shininess_value()
55 {
56         if(use_shininess_map)
57                 return texture(shininess_map, texcoord.xy).r*255.0;
58         else
59                 return basic_material.shininess;
60 }
61
62 virtual vec3 get_emission_color()
63 {
64         if(use_emission_map)
65                 return texture(emission_map, texcoord.xy).rgb;
66         else
67                 return basic_material.emission.rgb;
68 }
69
70 virtual float get_reflectivity_value()
71 {
72         if(use_reflectivity_map)
73                 return texture(reflectivity_map, texcoord.xy).r;
74         else
75                 return basic_material.reflectivity;
76 }
77
78 vec3 phong_ambient(vec3 surface_diffuse)
79 {
80         return ambient_color.rgb*surface_diffuse;
81 }
82
83 vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
84 {
85         float diffuse_intensity = max(dot(light, normal), 0.0);
86         vec3 color = surface_diffuse*diffuse_intensity;
87         if(use_specular)
88         {
89                 vec3 reflected = reflect(look, normal);
90                 float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess);
91                 color += surface_specular*specular_intensity;
92         }
93         return color;
94 }
95
96 vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
97 {
98         vec3 color = phong_ambient(surface_diffuse);
99         for(int i=0; i<max_lights; ++i)
100                 if(light_sources[i].type!=0)
101                 {
102                         IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
103                         float shadow = get_shadow_factor(i, world_vertex);
104                         color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
105                 }
106
107         if(use_emission)
108                 color += get_emission_color();
109
110         if(use_reflectivity)
111                 color += get_reflection(normal, look)*get_reflectivity_value();
112
113         return color;
114 }
115
116 void main()
117 {
118         vec4 surface_diffuse = get_diffuse_color();
119         float alpha = apply_alpha_cutoff(surface_diffuse.a, alpha_cutoff);
120
121         vec3 normal = get_fragment_normal();
122         vec3 look = normalize(world_look_dir);
123
124         vec3 surface_specular = get_specular_color();
125         float shininess = get_shininess_value();
126
127         vec3 lit_color = phong_lighting(normal, look, surface_diffuse.rgb, surface_specular, shininess);
128
129         frag_color = vec4(lit_color, alpha);
130 }