@luma.gl/shadertools
Version:
Shader module system for luma.gl
53 lines (47 loc) • 1.66 kB
text/typescript
// 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_VS, PHONG_FS} from '../phong-material/phong-shaders-glsl';
import {PHONG_WGSL} from '../phong-material/phong-shaders-wgsl';
export type GouraudMaterialProps = {
ambient?: number;
diffuse?: number;
/** Specularity exponent */
shininess?: number;
specularColor?: [number, number, number];
};
/** In Gouraud shading, color is calculated for each triangle vertex normal, and then color is interpolated colors across the triangle */
export const gouraudMaterial: ShaderModule<GouraudMaterialProps> = {
props: {} as GouraudMaterialProps,
name: 'gouraudMaterial',
// Note these are switched between phong and gouraud
vs: PHONG_FS.replace('phongMaterial', 'gouraudMaterial'),
fs: PHONG_VS.replace('phongMaterial', 'gouraudMaterial'),
source: PHONG_WGSL.replaceAll('phongMaterial', 'gouraudMaterial'),
defines: {
LIGHTING_VERTEX: 1
},
dependencies: [lighting],
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: GouraudMaterialProps) {
const uniforms = {...props};
if (uniforms.specularColor) {
uniforms.specularColor = uniforms.specularColor.map(x => x / 255) as NumberArray3;
}
return {...gouraudMaterial.defaultUniforms, ...uniforms};
}
};