// 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-shaders-glsl.js"; /** In Phong shading, the normal vector is linearly interpolated across the surface of the polygon from the polygon's vertex normals. */ export const phongMaterial = { name: 'phongMaterial', // Note these are switched between phong and gouraud vs: PHONG_VS, fs: PHONG_FS, defines: { LIGHTING_FRAGMENT: 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 { ...phongMaterial.defaultUniforms, ...uniforms }; } };