9 uniform sampler2D normal_map;
10 uniform samplerCube environment_map;
12 layout(constant_id=auto) const bool use_normal_map = false;
14 #pragma MSP stage(vertex)
15 virtual vec4 get_vertex_position()
20 virtual vec3 get_vertex_normal()
25 virtual mat4 get_vertex_transform()
27 return world_obj_matrix;
30 virtual mat3 get_normal_transform()
32 return world_obj_normal_matrix;
35 void standard_transform()
37 mat4 vertex_tf = get_vertex_transform();
38 mat3 normal_tf = get_normal_transform();
40 vec4 world_vertex = vertex_tf*get_vertex_position();
41 vec4 eye_vertex = eye_world_matrix*world_vertex;
42 gl_Position = clip_eye_matrix*eye_vertex;
44 out vec3 world_normal = normal_tf*get_vertex_normal();
45 vec3 world_tangent = normal_tf*tangent;
46 vec3 world_binormal = cross(world_normal, world_tangent);
47 out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);
49 vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz;
50 out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
52 out vec3 world_light_dir = light_sources[0].position.xyz-world_vertex.xyz*light_sources[0].position.w;
54 out vec3 world_halfway_dir = normalize(world_light_dir-world_look_dir);
56 out float fog_coord = eye_vertex.z;
60 for(int i=0; i<max_clip_planes; ++i)
61 gl_ClipDistance[i] = dot(world_vertex, clip_planes[i].equation);
64 shadow_transform(world_vertex);
67 virtual void custom_transform()
78 #pragma MSP stage(fragment)
79 virtual vec3 get_fragment_normal()
82 return normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0));
84 return normalize(world_normal);
87 virtual vec3 get_environment_sample(vec3 direction)
89 return texture(environment_map, env_world_matrix*direction).rgb;
92 virtual vec3 get_reflection(vec3 normal, vec3 look)
94 vec3 reflect_dir = reflect(look, normal);
95 return get_environment_sample(reflect_dir);
98 vec3 apply_fog(vec3 color)
100 float fog_value = exp(fog_coord*fog_density);
101 return mix(fog_color.rgb, color, fog_value);