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@luma.gl/shadertools

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Shader module system for luma.gl

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// luma.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors import {NumberArray3} from '@math.gl/types'; import {ShaderModule} from '../../../lib/shader-module/shader-module'; import {lighting} from '../lights/lighting'; import {PHONG_WGSL} from './phong-shaders-wgsl'; import {PHONG_VS, PHONG_FS} from './phong-shaders-glsl'; export type PhongMaterialProps = { ambient?: number; diffuse?: number; /** Specularity exponent */ shininess?: number; specularColor?: NumberArray3; }; /** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */ export const phongMaterial: ShaderModule<PhongMaterialProps> = { name: 'phongMaterial', dependencies: [lighting], // Note these are switched between phong and gouraud source: PHONG_WGSL, vs: PHONG_VS, fs: PHONG_FS, defines: { LIGHTING_FRAGMENT: 1 }, uniformTypes: { ambient: 'f32', diffuse: 'f32', shininess: 'f32', specularColor: 'vec3<f32>' }, defaultUniforms: { ambient: 0.35, diffuse: 0.6, shininess: 32, specularColor: [0.15, 0.15, 0.15] }, getUniforms(props?: PhongMaterialProps) { const uniforms = {...props}; if (uniforms.specularColor) { uniforms.specularColor = uniforms.specularColor.map(x => x / 255) as NumberArray3; } return {...phongMaterial.defaultUniforms, ...uniforms}; } };