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()
return ambient_color.rgb*surface_diffuse;
}
-vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3 surface_diffuse, vec3 surface_specular, float shininess)
+vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
{
float diffuse_intensity = max(dot(light, normal), 0.0);
- vec3 color = light_color*surface_diffuse*diffuse_intensity;
+ vec3 color = surface_diffuse*diffuse_intensity;
if(use_specular)
{
vec3 reflected = reflect(look, normal);
float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess);
- color += light_color*surface_specular*specular_intensity;
+ color += surface_specular*specular_intensity;
}
return color;
}
{
vec3 color = phong_ambient(surface_diffuse);
for(int i=0; i<max_lights; ++i)
- if(light_sources[i].enabled!=0)
+ if(light_sources[i].type!=0)
{
- vec3 light = get_light_direction(i);
- float shadow = get_shadow_factor(i);
- color += phong_one_light(light, normal, look, light_sources[i].color, surface_diffuse, surface_specular, shininess)*shadow;
+ IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
+ float shadow = get_shadow_factor(i, world_vertex);
+ color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
}
if(use_emission)
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);
}