import msp_interface;
import shadow;
+struct AlphaCutoffParams
+{
+ float cutoff;
+ float feather;
+};
+
layout(set=1) uniform sampler2D normal_map;
layout(constant_id=auto) const bool use_instancing = false;
layout(constant_id=auto) const bool use_normal_map = false;
+layout(constant_id=auto) const bool use_alpha_cutoff = false;
#pragma MSP stage(vertex)
virtual vec4 get_vertex_position()
return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
}
+float apply_alpha_cutoff(float alpha, AlphaCutoffParams params)
+{
+ if(use_alpha_cutoff)
+ {
+ if(alpha<params.cutoff)
+ discard;
+ float limit = min(params.cutoff+params.feather*fwidth(alpha), 1.0);
+ return smoothstep(params.cutoff, limit, alpha);
+ }
+ else
+ return alpha;
+}
+
vec3 apply_fog(vec3 color)
{
float fog_value = exp(fog_coord*fog_density);