<jittershader name="sh-mat-plastic-tex-light-dir-pix">
	<description>
	Textured plastic material lit with a directional light w/ambient, diffuse and specular components calculated per pixel.
	</description>
	<param name="lightdir" type="vec3" state="LIGHT0_POSITION">
		<description>Direction of Light Source</description>
	</param>
	<param name="ambient" type="vec4" default="0.1 0.1 0.1 1.0">
		<description>Ambient Color</description>
	</param>
	<param name="diffuse" type="vec4" default="0.8 0.8 0.8 1.0">
		<description>Diffuse Color</description>
	</param>
	<param name="specular" type="vec4" default="1.0 1.0 1.0 1.0">
		<description>Specular Color</description>
	</param>
	<param name="ka" type="float" default="1.0">
		<description>Ambient Multiplier</description>
	</param>
	<param name="kd" type="float" default="0.8">
		<description>Diffuse Multiplier</description>
	</param>
	<param name="ks" type="float" default="1.0">
		<description>Specular Multiplier</description>
	</param>
	<param name="shininess" type="float" default="7.0">
		<description>Specularity Adjustment</description>
	</param>
	<language name="glsl" version="1.0">
		<bind param="lightdir" program="vp" />
		<bind param="ambient" program="fp" />
		<bind param="diffuse" program="fp" />
		<bind param="specular" program="fp" />
		<bind param="ka" program="fp" />
		<bind param="kd" program="fp" />
		<bind param="ks" program="fp" />
		<bind param="shininess" program="fp" />
		<program name="vp" type="vertex">
<![CDATA[
/*
 * sh.tex.light.dir.pix.glsl.vp
 *
 * Derek Gerstmann - derek@cycling74.com
 * Copyright 2005 - Cycling '74
 *
 * GLSL vertex program for a textured material lit by a 
 * directional light source  with ambient, diffuse, and specular 
 * components (ads) calculated per pixel/fragment (pix).
 *
 */

uniform vec3 lightdir;

varying vec2  texcoord;
varying vec3  normal;
varying vec3  lightvec;
varying vec4  viewdir;

void main(void)
{
	// transform vertex
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

	// compute view vector in view space
	viewdir = -normalize(gl_ModelViewMatrix * gl_Vertex);  

	// get light direction in view space
	lightvec = -lightdir;

	// transform normal into view space
	normal = normalize( gl_NormalMatrix * gl_Normal);

	// get texture coords
	texcoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
}
]]>
		</program>
		<program name="fp" type="fragment">
<![CDATA[
/*
 * sh.tex.light.dir.ads.pix.glsl.fp
 *
 * Derek Gerstmann - derek@cycling74.com
 * Copyright 2005 - Cycling '74
 *
 * GLSL fragment program for a textured material lit by a 
 * directional light source  with ambient, diffuse, and specular 
 * components (ads) calculated per pixel/fragment (pix).
 *
 */

uniform float shininess;	// specularity adjustment

uniform float ka;		// ambient multiplier
uniform float kd;		// diffuse multiplier
uniform float ks;		// specular multiplier

uniform vec4 diffuse;		// diffuse color
uniform vec4 specular;		// specular color
uniform vec4 ambient;		// ambient color

varying vec2 texcoord;		// texture coords
varying vec3 normal;		// normal direction
varying vec3 lightvec;		// light direction
varying vec4 viewdir;		// view direction

uniform sampler2DRect basecolormap;	// base color map

void main(void)
{
	// compute the reflection vector
	vec3 reflect = normalize( 2.0 * dot( normal, lightvec) * normal - lightvec );       

	// compute ambient term
	vec4 ambientcolor = ambient * ka;

	// compute diffuse term
	vec4 diffusecolor = diffuse * kd * max( 0.0, dot( normal, lightvec ));

	// compute specular term
	vec4 specularcolor = specular * ks * pow( max( 0.0, dot(reflect, viewdir.xyz)), shininess );

	// compute final color
	vec4 basecolor = texture2DRect( basecolormap, texcoord );
	vec4 finalcolor = (ambientcolor + diffusecolor) * basecolor + specularcolor;

	// output final color
	gl_FragColor = finalcolor;
}
]]>
		</program>
	</language>
</jittershader>
