Added emissive mapping support

Former-commit-id: f469b1bcada16f0f2350cc10e9dc25fcf3c24abe
This commit is contained in:
Lynix
2013-04-06 15:07:29 +02:00
parent aa6d4c5b52
commit 578523b4bf
4 changed files with 63 additions and 8 deletions

View File

@@ -81,6 +81,9 @@ namespace
if (flags & nzShaderFlags_DiffuseMapping)
sourceCode += "uniform sampler2D MaterialDiffuseMap;\n";
if (flags & nzShaderFlags_EmissiveMapping)
sourceCode += "uniform sampler2D MaterialEmissiveMap;\n";
if (flags & nzShaderFlags_Lighting)
{
if (flags & nzShaderFlags_NormalMapping)
@@ -124,6 +127,14 @@ namespace
sourceCode += "void main()\n"
"{\n";
if (flags & nzShaderFlags_EmissiveMapping)
{
// Les emissive map court-circuitent l'éclairage
sourceCode += "vec3 emissive = vec3(" + textureLookupKW + "(MaterialEmissiveMap, vTexCoord));\n"
"if (emissive == vec3(0.0, 0.0, 0.0))\n"
"{\n";
}
if (flags & nzShaderFlags_Lighting)
{
sourceCode += "vec3 light = vec3(0.0, 0.0, 0.0);\n";
@@ -282,6 +293,14 @@ namespace
else
sourceCode += fragmentColorKW + " = MaterialDiffuse;\n";
if (flags & nzShaderFlags_EmissiveMapping)
{
sourceCode += "}\n"
"else\n"
+ fragmentColorKW + " = vec4(emissive, MaterialDiffuse.a);\n";
}
sourceCode += "}\n";
return sourceCode;