4 struct AlphaCutoffParams
10 layout(set=1) uniform sampler2D normal_map;
12 layout(constant_id=auto) const bool use_instancing = false;
13 layout(constant_id=auto) const bool use_normal_map = false;
14 layout(constant_id=auto) const bool use_alpha_cutoff = false;
16 #pragma MSP stage(vertex)
17 virtual vec4 get_vertex_position()
22 virtual vec3 get_vertex_normal()
27 virtual mat4 get_vertex_transform()
30 return transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0)));
32 return world_obj_matrix;
35 virtual mat3 get_normal_transform()
38 return transpose(mat3(instance_transform[0].xyz, instance_transform[1].xyz, instance_transform[2].xyz));
40 return world_obj_normal_matrix;
43 void standard_transform()
45 mat4 vertex_tf = get_vertex_transform();
46 mat3 normal_tf = get_normal_transform();
48 out vec4 world_vertex = vertex_tf*get_vertex_position();
49 vec4 eye_vertex = eye_world_matrix*world_vertex;
50 gl_Position = clip_eye_matrix*eye_vertex;
52 out vec3 world_normal = normalize(normal_tf*get_vertex_normal());
55 vec3 world_tangent = normalize(normal_tf*tangent);
56 vec3 world_binormal = normalize(cross(world_normal, world_tangent));
57 out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);
60 vec3 eye_pos = world_eye_matrix[3].xyz;
61 out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
63 out float fog_coord = eye_vertex.z;
66 virtual void custom_transform()
77 #pragma MSP stage(fragment)
84 layout(location=0) out vec4 frag_color;
86 virtual vec3 get_fragment_normal()
89 float sgn = (gl_FrontFacing ? 1.0 : -1.0);
91 return sgn*normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0));
93 return sgn*normalize(world_normal);
96 virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
98 vec4 light_pos = light_sources[index].position;
99 vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w;
100 float d = length(rel_pos);
101 float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation);
102 return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
105 float apply_alpha_cutoff(float alpha, AlphaCutoffParams params)
109 if(alpha<params.cutoff)
111 float limit = min(params.cutoff+params.feather*fwidth(alpha), 1.0);
112 return smoothstep(params.cutoff, limit, alpha);
118 vec3 apply_fog(vec3 color)
120 float fog_value = exp(fog_coord*fog_density);
121 return mix(fog_color.rgb, color, fog_value);