import msp_interface;
import common;
+import environment;
import shadow;
struct PbrMaterialParameters
{
vec4 base_color;
+ vec4 tint;
vec4 emission;
float metalness;
float roughness;
layout(set=1) uniform PbrMaterial
{
PbrMaterialParameters pbr_material;
- float alpha_cutoff;
+ AlphaCutoffParams alpha_cutoff;
};
layout(set=1) uniform sampler2D base_color_map;
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);
+ return texture(base_color_map, texcoord.xy)*pbr_material.tint;
else
- return pbr_material.base_color;
+ return pbr_material.base_color*pbr_material.tint;
}
virtual float get_metalness_value()
void main()
{
vec4 base_color = get_base_color();
- if(use_alpha_cutoff && base_color.a<alpha_cutoff)
- discard;
+ float alpha = apply_alpha_cutoff(base_color.a, alpha_cutoff);
vec3 normal = get_fragment_normal();
vec3 look = normalize(world_look_dir);
vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness);
- frag_color = vec4(lit_color, base_color.a);
+ frag_color = vec4(lit_color, alpha);
}