-import msp_interface;
-import common;
import environment;
+import lighting;
import shadow;
-struct PbrMaterialParameters
-{
- vec4 base_color;
- vec4 emission;
- float metalness;
- float roughness;
-};
-
-layout(set=1) uniform PbrMaterial
-{
- PbrMaterialParameters pbr_material;
- float alpha_cutoff;
-};
-
-layout(set=1) uniform sampler2D base_color_map;
-layout(set=1) uniform sampler2D metalness_map;
-layout(set=1) uniform sampler2D roughness_map;
-layout(set=1) uniform sampler2D occlusion_map;
-layout(set=1) uniform sampler2D emission_map;
layout(set=1) uniform sampler2D fresnel_lookup;
-layout(constant_id=auto) const bool use_base_color_map = false;
-layout(constant_id=auto) const bool use_metalness_map = false;
-layout(constant_id=auto) const bool use_roughness_map = false;
-layout(constant_id=auto) const bool use_occlusion_map = false;
-layout(constant_id=auto) const bool use_emission = false;
-layout(constant_id=auto) const bool use_emission_map = false;
layout(constant_id=auto) const bool use_image_based_lighting = false;
-layout(constant_id=auto) const bool use_alpha_cutoff = false;
#pragma MSP stage(fragment)
-virtual vec4 get_base_color()
-{
- if(use_base_color_map)
- return texture(base_color_map, texcoord.xy);
- else
- return pbr_material.base_color;
-}
-
-virtual float get_metalness_value()
-{
- if(use_metalness_map)
- return texture(metalness_map, texcoord.xy).r;
- else
- return pbr_material.metalness;
-}
-
-virtual float get_roughness_value()
-{
- if(use_roughness_map)
- return texture(roughness_map, texcoord.xy).r;
- else
- return pbr_material.roughness;
-}
-
-virtual float get_occlusion_value()
-{
- if(use_occlusion_map)
- return texture(occlusion_map, texcoord.xy).r;
- else
- return 1.0;
-}
-
-virtual vec3 get_emission_color()
-{
- if(use_emission_map)
- return texture(emission_map, texcoord.xy).rgb;
- else
- return pbr_material.emission.rgb;
-}
-
/* Computes the diffuse reflection of the macrosurface */
vec3 lambert_diffuse(vec3 base_color)
{
return (k_diff*base_color+k_spec)*ambient_color.rgb;
}
-vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
+vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness, float occlusion)
{
vec3 color = vec3(0.0);
for(int i=0; i<max_lights; ++i)
color += cooktorrance_one_light_direct(normal, look, incoming.direction, base_color, metalness, roughness)*incoming.color*shadow;
}
- color += cooktorrance_environment(normal, look, base_color, metalness, roughness);
-
- color *= get_occlusion_value();
-
- if(use_emission)
- color += get_emission_color();
+ color += cooktorrance_environment(normal, look, base_color, metalness, roughness)*occlusion;
return color;
}
-
-void main()
-{
- vec4 base_color = get_base_color();
- if(use_alpha_cutoff && base_color.a<alpha_cutoff)
- discard;
-
- vec3 normal = get_fragment_normal();
- vec3 look = normalize(world_look_dir);
-
- float metalness = get_metalness_value();
- float roughness = get_roughness_value();
-
- vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness);
-
- frag_color = vec4(lit_color, base_color.a);
-}