import msp_interface;
import shadow;
-uniform EnvMap
+struct AlphaCutoffParams
{
- mat3 env_eye_matrix;
+ float cutoff;
+ float feather;
};
-uniform sampler2D normal_map;
-uniform samplerCube environment_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 eye_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 eye_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();
- out vec4 eye_vertex = vertex_tf*get_vertex_position();
- gl_Position = projection_matrix*eye_vertex;
-
- out vec3 eye_normal = normal_tf*get_vertex_normal();
- vec3 eye_tangent = normal_tf*tangent;
- vec3 eye_binormal = cross(eye_normal, eye_tangent);
- out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
-
- out vec3 eye_look_dir = normalize(eye_vertex.xyz);
- out vec3 tbn_look_dir = eye_look_dir*eye_tbn_matrix;
-
- out vec3 eye_light_dir = normalize(light_sources[0].position.xyz-eye_vertex.xyz*light_sources[0].position.w);
- out vec3 tbn_light_dir = eye_light_dir*eye_tbn_matrix;
+ 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 eye_halfway_dir = normalize(eye_light_dir-eye_look_dir);
- out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix;
-
- out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
- out float fog_coord = eye_vertex.z;
-
- if(use_clipping)
+ out vec3 world_normal = normalize(normal_tf*get_vertex_normal());
+ if(use_normal_map)
{
- for(int i=0; i<max_clip_planes; ++i)
- gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+ 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);
}
- shadow_transform(eye_vertex);
+ 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;
}
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()
{
+ vec3 normal;
+ float sgn = (gl_FrontFacing ? 1.0 : -1.0);
if(use_normal_map)
- return normalize(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 vec3(0.0, 0.0, 1.0);
+ return sgn*normalize(world_normal);
}
-virtual vec4 get_environment_sample(vec3 direction)
+virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
{
- return texture(environment_map, direction);
+ 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_reflection(vec3 normal, vec3 look)
+float apply_alpha_cutoff(float alpha, AlphaCutoffParams params)
{
- vec3 reflect_dir = reflect(look, normal);
- if(use_normal_map)
- reflect_dir = eye_tbn_matrix*reflect_dir;
-
- return get_environment_sample(env_eye_matrix*reflect_dir).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)