]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/phong.glsl
Rearrange various uniforms to be declared in the file which uses them
[libs/gl.git] / shaderlib / phong.glsl
index 56fa68c7767e1264d2a170baa4931e69ae8c0482..482f895b44e3e80e50e92586a5c2144319b110c7 100644 (file)
@@ -2,6 +2,26 @@ 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;
@@ -14,7 +34,7 @@ layout(constant_id=auto) const bool use_sky = false;
 layout(constant_id=auto) const bool use_fog = false;
 
 #pragma MSP stage(fragment)
-vec4 get_diffuse_color()
+virtual vec4 get_diffuse_color()
 {
        if(use_diffuse_map)
                return texture(diffuse_map, texcoord.xy);
@@ -22,7 +42,7 @@ vec4 get_diffuse_color()
                return basic_material.diffuse;
 }
 
-vec3 get_specular_color()
+virtual vec3 get_specular_color()
 {
        if(use_specular_map)
                return texture(specular_map, texcoord.xy).rgb;
@@ -30,7 +50,7 @@ vec3 get_specular_color()
                return basic_material.specular.rgb;
 }
 
-float get_shininess_value()
+virtual float get_shininess_value()
 {
        if(use_shininess_map)
                return texture(shininess_map, texcoord.xy).r*255.0;
@@ -38,7 +58,7 @@ float get_shininess_value()
                return basic_material.shininess;
 }
 
-vec3 get_emission_color()
+virtual vec3 get_emission_color()
 {
        if(use_emission_map)
                return texture(emission_map, texcoord.xy).rgb;
@@ -46,7 +66,7 @@ vec3 get_emission_color()
                return basic_material.emission.rgb;
 }
 
-float get_reflectivity_value()
+virtual float get_reflectivity_value()
 {
        if(use_reflectivity_map)
                return texture(reflectivity_map, texcoord.xy).r;