float reflectivity;
};
-uniform BasicMaterial
+layout(set=1) uniform BasicMaterial
{
BasicMaterialParameters basic_material;
+ AlphaCutoffParameters alpha_cutoff;
};
-uniform sampler2D diffuse_map;
-uniform sampler2D specular_map;
-uniform sampler2D shininess_map;
-uniform sampler2D emission_map;
-uniform sampler2D reflectivity_map;
+layout(set=1) uniform sampler2D diffuse_map;
+layout(set=1) uniform sampler2D specular_map;
+layout(set=1) uniform sampler2D shininess_map;
+layout(set=1) uniform sampler2D emission_map;
+layout(set=1) uniform sampler2D reflectivity_map;
layout(constant_id=auto) const bool use_diffuse_map = false;
layout(constant_id=auto) const bool use_specular = false;
layout(constant_id=auto) const bool use_emission_map = false;
layout(constant_id=auto) const bool use_reflectivity = false;
layout(constant_id=auto) const bool use_reflectivity_map = false;
-layout(constant_id=auto) const bool use_sky = false;
-layout(constant_id=auto) const bool use_fog = false;
#pragma MSP stage(fragment)
virtual vec4 get_diffuse_color()
void main()
{
+ vec4 surface_diffuse = get_diffuse_color();
+ float alpha = apply_alpha_cutoff(surface_diffuse.a, alpha_cutoff);
+
vec3 normal = get_fragment_normal();
vec3 look = normalize(world_look_dir);
- vec4 surface_diffuse = get_diffuse_color();
vec3 surface_specular = get_specular_color();
float shininess = get_shininess_value();
vec3 lit_color = phong_lighting(normal, look, surface_diffuse.rgb, surface_specular, shininess);
- frag_color = vec4(lit_color, surface_diffuse.a);
+ frag_color = vec4(lit_color, alpha);
}