Add p3d_Material in GLSL

This commit is contained in:
rdb 2014-06-11 21:54:15 +00:00
parent 0090ebc465
commit 37f9858e1b

View File

@ -429,6 +429,35 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
s->_tex_spec.push_back(bind);
continue;
}
if (size > 9 && noprefix.substr(0, 9) == "Material.") {
Shader::ShaderMatSpec bind;
bind._id = arg_id;
bind._func = Shader::SMF_first;
bind._part[0] = Shader::SMO_attr_material;
bind._arg[0] = NULL;
bind._dep[0] = Shader::SSD_general | Shader::SSD_material;
bind._part[1] = Shader::SMO_identity;
bind._arg[1] = NULL;
bind._dep[1] = Shader::SSD_NONE;
if (noprefix == "Material.ambient") {
bind._piece = Shader::SMP_row0;
s->_mat_spec.push_back(bind);
continue;
} else if (noprefix == "Material.diffuse") {
bind._piece = Shader::SMP_row1;
s->_mat_spec.push_back(bind);
continue;
} else if (noprefix == "Material.emission") {
bind._piece = Shader::SMP_row2;
s->_mat_spec.push_back(bind);
continue;
} else if (noprefix == "Material.specular") {
bind._piece = Shader::SMP_row3;
s->_mat_spec.push_back(bind);
continue;
}
}
if (noprefix == "ColorScale") {
Shader::ShaderMatSpec bind;
bind._id = arg_id;