import msp_interface; import common; import shadow; struct BasicMaterialParameters { vec4 diffuse; vec4 specular; vec4 emission; float shininess; float reflectivity; }; uniform BasicMaterial { BasicMaterialParameters basic_material; }; uniform sampler2D diffuse_map; uniform sampler2D specular_map; uniform sampler2D shininess_map; uniform sampler2D emission_map; uniform sampler2D reflectivity_map; layout(constant_id=auto) const bool use_diffuse_map = false; layout(constant_id=auto) const bool use_specular = false; layout(constant_id=auto) const bool use_specular_map = false; layout(constant_id=auto) const bool use_shininess_map = false; layout(constant_id=auto) const bool use_emission = false; layout(constant_id=auto) const bool use_emission_map = false; layout(constant_id=auto) const bool use_reflectivity = false; layout(constant_id=auto) const bool use_reflectivity_map = false; layout(constant_id=auto) const bool use_sky = false; layout(constant_id=auto) const bool use_fog = false; #pragma MSP stage(fragment) virtual vec4 get_diffuse_color() { if(use_diffuse_map) return texture(diffuse_map, texcoord.xy); else return basic_material.diffuse; } virtual vec3 get_specular_color() { if(use_specular_map) return texture(specular_map, texcoord.xy).rgb; else return basic_material.specular.rgb; } virtual float get_shininess_value() { if(use_shininess_map) return texture(shininess_map, texcoord.xy).r*255.0; else return basic_material.shininess; } virtual vec3 get_emission_color() { if(use_emission_map) return texture(emission_map, texcoord.xy).rgb; else return basic_material.emission.rgb; } virtual 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) { vec3 reflected = reflect(look, normal); float specular_intensity = pow(max(dot(reflected, light), 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 = normalize(world_light_dir); vec3 color = phong_ambient(surface_diffuse); float shadow = get_shadow_factor(0); color += phong_one_light(light, normal, look, light_sources[0].color, 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 = get_fragment_normal(); vec3 look = normalize(world_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); }