import msp_interface;
import shadow;
-uniform EnvMap
+struct AlphaCutoffParams
{
- mat3 env_world_matrix;
+ float cutoff;
+ float feather;
};
-uniform sampler2D normal_map;
-uniform samplerCube environment_map;
-uniform samplerCube irradiance_map;
+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()
virtual mat4 get_vertex_transform()
{
- return world_obj_matrix;
+ if(use_instancing)
+ return transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0)));
+ else
+ return world_obj_matrix;
}
virtual mat3 get_normal_transform()
{
- return world_obj_normal_matrix;
+ if(use_instancing)
+ return transpose(mat3(instance_transform[0].xyz, instance_transform[1].xyz, instance_transform[2].xyz));
+ else
+ return world_obj_normal_matrix;
}
void standard_transform()
mat4 vertex_tf = get_vertex_transform();
mat3 normal_tf = get_normal_transform();
- vec4 world_vertex = vertex_tf*get_vertex_position();
+ 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);
+ out vec3 world_normal = normalize(normal_tf*get_vertex_normal());
+ if(use_normal_map)
+ {
+ vec3 world_tangent = normalize(normal_tf*tangent);
+ vec3 world_binormal = normalize(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;
+ vec3 eye_pos = world_eye_matrix[3].xyz;
out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
- out vec3 world_light_dir = light_sources[0].position.xyz-world_vertex.xyz*light_sources[0].position.w;
-
- out vec3 world_halfway_dir = normalize(world_light_dir-world_look_dir);
-
out float fog_coord = eye_vertex.z;
-
- if(use_clipping)
- {
- for(int i=0; i<max_clip_planes; ++i)
- gl_ClipDistance[i] = dot(world_vertex, clip_planes[i].equation);
- }
-
- shadow_transform(world_vertex);
}
virtual void custom_transform()
}
#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
+
virtual vec3 get_fragment_normal()
{
+ vec3 normal;
+ float sgn = (gl_FrontFacing ? 1.0 : -1.0);
if(use_normal_map)
- return normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0));
+ return sgn*normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0));
else
- return normalize(world_normal);
-}
-
-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);
+ return sgn*normalize(world_normal);
}
-virtual vec3 get_irradiance_sample(vec3 normal)
+float apply_alpha_cutoff(float alpha, AlphaCutoffParams params)
{
- return texture(irradiance_map, env_world_matrix*normal).rgb;
+ 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)