// luma.gl // SPDX-License-Identifier: MIT // Copyright (c) vis.gl contributors import { lighting } from "../lights/lighting-uniforms.js"; import { PHONG_VS, PHONG_FS } from "../phong-material/phong-shaders-glsl.js"; /** In Gouraud shading, color is calculated for each triangle vertex normal, and then color is interpolated colors across the triangle */ export const gouraudMaterial = { name: 'gouraudMaterial', // Note these are switched between phong and gouraud vs: PHONG_FS.replace('phongMaterial', 'gouraudMaterial'), fs: PHONG_VS.replace('phongMaterial', 'gouraudMaterial'), defines: { LIGHTING_VERTEX: 1 }, dependencies: [lighting], uniformTypes: { ambient: 'f32', diffuse: 'f32', shininess: 'f32', specularColor: 'vec3' }, defaultUniforms: { ambient: 0.35, diffuse: 0.6, shininess: 32, specularColor: [0.15, 0.15, 0.15] }, getUniforms(props) { const uniforms = { ...props }; if (uniforms.specularColor) { uniforms.specularColor = uniforms.specularColor.map(x => x / 255); } return { ...gouraudMaterial.defaultUniforms, ...uniforms }; } };