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);
+ if(use_normal_map)
+ {
+ 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;
+ vec3 eye_pos = world_eye_matrix[3].xyz;
out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
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);
- }
}
virtual void custom_transform()
}
#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_normal);
}
-virtual vec3 get_light_direction(int index)
+virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
{
vec4 light_pos = light_sources[index].position;
- return normalize(light_pos.xyz-world_vertex.xyz*light_pos.w);
+ 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)