import msp_interface;
import shadow;
+uniform EnvMap
+{
+ mat3 env_eye_matrix;
+};
+
+uniform sampler2D normal_map;
+uniform samplerCube environment_map;
+
layout(constant_id=auto) const bool use_normal_map = false;
#pragma MSP stage(vertex)
-vec4 get_vertex_position()
+virtual vec4 get_vertex_position()
{
return vertex;
}
-vec3 get_vertex_normal()
+virtual vec3 get_vertex_normal()
{
return normal;
}
-vec4 transform_position(vec4 pos)
+virtual mat4 get_vertex_transform()
{
- return eye_obj_matrix*pos;
+ return eye_obj_matrix;
}
-vec3 transform_normal(vec3 nor)
+virtual mat3 get_normal_transform()
{
- return eye_obj_normal_matrix*nor;
+ return eye_obj_normal_matrix;
}
void standard_transform()
{
- out vec4 eye_vertex = transform_position(get_vertex_position());
+ 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 = transform_normal(get_vertex_normal());
- vec3 eye_tangent = transform_normal(tangent);
- vec3 eye_binormal = transform_normal(binormal);
+ 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_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
out float fog_coord = eye_vertex.z;
- for(int i=0; i<max_clip_planes; ++i)
- gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+ if(use_clipping)
+ {
+ for(int i=0; i<max_clip_planes; ++i)
+ gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+ }
shadow_transform(eye_vertex);
}
-void custom_transform()
+virtual void custom_transform()
{
}
}
#pragma MSP stage(fragment)
-vec3 get_fragment_normal()
+virtual vec3 get_fragment_normal()
{
if(use_normal_map)
return normalize(texture(normal_map, texcoord.xy).xyz*2.0-1.0);
return vec3(0.0, 0.0, 1.0);
}
-vec4 get_environment_sample(vec3 direction)
+virtual vec4 get_environment_sample(vec3 direction)
{
return texture(environment_map, direction);
}
-vec3 get_reflection(vec3 normal, vec3 look)
+virtual vec3 get_reflection(vec3 normal, vec3 look)
{
vec3 reflect_dir = reflect(look, normal);
if(use_normal_map)