]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/phong.glsl
Move lighting calculations to world space
[libs/gl.git] / shaderlib / phong.glsl
index f9d8d1e72b971827401575a567fc7ba38f3943a9..7d8dc295bc93ad95f26ef3d01143c63ec7d3ecb7 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;
@@ -65,10 +85,8 @@ vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3
        vec3 color = light_color*surface_diffuse*diffuse_intensity;
        if(use_specular)
        {
-               /* The light vector points towards the light, so reflected will point
-               towards the surface - but so does the look vector. */
-               vec3 reflected = reflect(light, normal);
-               float specular_intensity = pow(max(dot(reflected, look), 0.0), shininess);
+               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;
@@ -76,15 +94,11 @@ vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3
 
 vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
 {
-       vec3 light;
-       if(use_normal_map)
-               light = normalize(tbn_light_dir);
-       else
-               light = normalize(eye_light_dir);
+       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].diffuse.rgb, surface_diffuse, surface_specular, shininess)*shadow;
+       color += phong_one_light(light, normal, look, light_sources[0].color, surface_diffuse, surface_specular, shininess)*shadow;
 
        if(use_emission)
                color += get_emission_color();
@@ -97,18 +111,8 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s
 
 void main()
 {
-       vec3 normal;
-       vec3 look;
-       if(use_normal_map)
-       {
-               normal = get_fragment_normal();
-               look = normalize(tbn_look_dir);
-       }
-       else
-       {
-               normal = normalize(eye_normal);
-               look = normalize(eye_look_dir);
-       }
+       vec3 normal = get_fragment_normal();
+       vec3 look = normalize(world_look_dir);
 
        vec4 surface_diffuse = get_diffuse_color();
        vec3 surface_specular = get_specular_color();