import common;
import shadow;
-const bool use_diffuse_map = false;
-const bool use_specular = false;
-const bool use_specular_map = false;
-const bool use_shininess_map = false;
-const bool use_emission = false;
-const bool use_emission_map = false;
-const bool use_reflectivity = false;
-const bool use_reflectivity_map = false;
-const bool use_sky = false;
-const bool use_fog = false;
+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_specular_map = false;
+layout(constant_id=auto) const bool use_shininess_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_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)
vec4 get_diffuse_color()
vec3 look;
if(use_normal_map)
{
- normal = get_normal_sample();
+ normal = get_fragment_normal();
look = normalize(tbn_look_dir);
}
else