import common;
import shadow;
-const bool use_base_color_map = false;
-const bool use_metalness_map = false;
-const bool use_roughness_map = false;
-const bool use_occlusion_map = false;
-const bool use_emission = false;
-const bool use_emission_map = false;
+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;
const float PI = 3.1415926535;
#pragma MSP stage(fragment)
-vec4 get_base_color()
+virtual vec4 get_base_color()
{
if(use_base_color_map)
return texture(base_color_map, texcoord.xy);
return pbr_material.base_color;
}
-float get_metalness_value()
+virtual float get_metalness_value()
{
if(use_metalness_map)
return texture(metalness_map, texcoord.xy).r;
return pbr_material.metalness;
}
-float get_roughness_value()
+virtual float get_roughness_value()
{
if(use_roughness_map)
return texture(roughness_map, texcoord.xy).r;
return pbr_material.roughness;
}
-float get_occlusion_value()
+virtual float get_occlusion_value()
{
if(use_occlusion_map)
return texture(occlusion_map, texcoord.xy).r;
return 1.0;
}
-vec3 get_emission_color()
+virtual vec3 get_emission_color()
{
if(use_emission_map)
return texture(emission_map, texcoord.xy).rgb;