import msp_interface; import shadow; uniform EnvMap { mat3 env_world_matrix; }; uniform sampler2D normal_map; uniform samplerCube environment_map; uniform samplerCube irradiance_map; layout(constant_id=auto) const bool use_normal_map = false; #pragma MSP stage(vertex) virtual vec4 get_vertex_position() { return vertex; } virtual vec3 get_vertex_normal() { return normal; } virtual mat4 get_vertex_transform() { return world_obj_matrix; } virtual mat3 get_normal_transform() { return world_obj_normal_matrix; } void standard_transform() { mat4 vertex_tf = get_vertex_transform(); mat3 normal_tf = get_normal_transform(); out vec4 world_vertex = vertex_tf*get_vertex_position(); vec4 eye_vertex = eye_world_matrix*world_vertex; gl_Position = clip_eye_matrix*eye_vertex; out vec3 world_normal = normal_tf*get_vertex_normal(); vec3 world_tangent = normal_tf*tangent; vec3 world_binormal = cross(world_normal, world_tangent); out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz; out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); out float fog_coord = eye_vertex.z; } virtual void custom_transform() { } void main() { standard_transform(); custom_transform(); passthrough; } #pragma MSP stage(fragment) struct IncomingLight { vec3 direction; vec3 color; }; layout(location=0) out vec4 frag_color; virtual vec3 get_fragment_normal() { if(use_normal_map) return normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0)); else return normalize(world_normal); } virtual IncomingLight get_incoming_light(int index, vec3 world_pos) { vec4 light_pos = light_sources[index].position; vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w; float d = length(rel_pos); float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation); return IncomingLight(rel_pos/d, light_sources[index].color*attenuation); } virtual vec3 get_environment_sample(vec3 direction, float roughness) { float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1); return textureLod(environment_map, env_world_matrix*direction, lod).rgb; } virtual vec3 get_reflection(vec3 normal, vec3 look) { vec3 reflect_dir = reflect(look, normal); return get_environment_sample(reflect_dir, 0.0); } virtual vec3 get_irradiance_sample(vec3 normal) { return texture(irradiance_map, env_world_matrix*normal).rgb; } vec3 apply_fog(vec3 color) { float fog_value = exp(fog_coord*fog_density); return mix(fog_color.rgb, color, fog_value); }