> I'll certainly do what I can to help this one along. However, I'm not
> clear how this all ties in with the Rembrandt project. Are we in danger of
> having to tear it all down and starting over?

I think it's fairly easy to unify shaders applied to geometry (models + 
terrain).
Currently a Rembrandt shader computes material properties and then delegates
the last step to an helper function : gbuffer_encode 
(https://gitorious.org/fg/fgdata/blobs/master/Shaders/gbuffer-encode.frag)

We can imagine that this function (renamed to reflect more generality) could
compute the final fragment color from material properties already computed and
light source informations when used in the classical renderer. Different BRDF or
lighting models are possible because Rembrandt has already the concept of 
material ID, allowing, for instance, to have water reflecting light differently
than other kind of materials.

This helper function will be chosen at run time using effect predicates and
the link functionality of glsl programs. Sort of DLLs applied to shaders.

Regards,
-Fred

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