]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/singlepass.glsl
Adjust naming of generated variables
[libs/gl.git] / shaderlib / singlepass.glsl
index f782f3dad543ead82db5c583d3ebfbcfe955132e..eef6a5322aabed050dbfa6272a2337d7fd09bfd1 100644 (file)
@@ -1,3 +1,4 @@
+// Deprecated; use phong.glsl instead.
 import msp_interface;
 
 const bool use_vertex_color = false;
@@ -71,7 +72,7 @@ vec3 get_normal_sample()
 
 vec4 get_environment_sample(vec3 direction)
 {
-       return texture(environment, direction);
+       return texture(environment_map, direction);
 }
 
 vec3 normal;
@@ -79,7 +80,7 @@ vec4 diffuse_sample;
 
 vec3 singlepass_lighting()
 {
-       float shadow_sample = texture(shadow, shadow_coord);
+       float shadow_sample = texture(shadow_map, shadow_coord);
        float shadow_intensity = mix(1.0, shadow_sample, shadow_darkness);
 
        vec3 ambient_light = ambient_color.rgb;
@@ -101,23 +102,23 @@ vec3 singlepass_lighting()
        vec3 diffuse_light = diffuse_intensity*light_sources[0].diffuse.rgb;
 
        vec3 half_vec = normalize(light_dir-incident_dir);
-       float specular_intensity = pow(max(dot(half_vec, normal), 0.0), material.shininess);
+       float specular_intensity = pow(max(dot(half_vec, normal), 0.0), basic_material.shininess);
        if(use_shadow_map)
                specular_intensity *= shadow_intensity;
        vec3 specular_light = specular_intensity*light_sources[0].specular.rgb;
 
-       vec3 result = material.ambient.rgb*ambient_light+material.diffuse.rgb*diffuse_light;
+       vec3 result = basic_material.diffuse.rgb*ambient_light+basic_material.diffuse.rgb*diffuse_light;
        if(use_diffuse_map)
                result *= diffuse_sample.rgb;
        if(use_specular)
-               result += material.specular.rgb*specular_light;
+               result += basic_material.specular.rgb*specular_light;
 
        return result;
 }
 
 float singlepass_transparency()
 {
-       float alpha = material.diffuse.a;
+       float alpha = basic_material.diffuse.a;
        if(use_diffuse_map)
                alpha *= diffuse_sample.a;
        return alpha;