// 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 {floatColors} from '../../color/float-colors'; 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 = { unlit?: boolean; ambient?: number; diffuse?: number; /** Specularity exponent */ shininess?: number; specularColor?: [number, number, number]; }; const DEFAULT_SPECULAR_COLOR: NumberArray3 = [38.25, 38.25, 38.25]; /** In Gouraud shading, color is calculated for each triangle vertex normal, and then color is interpolated colors across the triangle */ export const gouraudMaterial: ShaderModule = { props: {} as GouraudMaterialProps, name: 'gouraudMaterial', bindingLayout: [{name: 'gouraudMaterial', group: 3}], // 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: true }, dependencies: [lighting, floatColors], uniformTypes: { unlit: 'i32', ambient: 'f32', diffuse: 'f32', shininess: 'f32', specularColor: 'vec3' }, defaultUniforms: { unlit: false, ambient: 0.35, diffuse: 0.6, shininess: 32, specularColor: DEFAULT_SPECULAR_COLOR }, getUniforms(props: GouraudMaterialProps) { return {...gouraudMaterial.defaultUniforms, ...props}; } };