mat4 vertex_tf = get_vertex_transform();
mat3 normal_tf = get_normal_transform();
- vec4 world_vertex = vertex_tf*get_vertex_position();
+ out vec4 world_vertex = vertex_tf*get_vertex_position();
vec4 eye_vertex = eye_world_matrix*world_vertex;
gl_Position = clip_eye_matrix*eye_vertex;
vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz;
out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
- out vec3 world_light_dir = light_sources[0].position.xyz-world_vertex.xyz*light_sources[0].position.w;
-
- out vec3 world_halfway_dir = normalize(world_light_dir-world_look_dir);
-
out float fog_coord = eye_vertex.z;
if(use_clipping)
for(int i=0; i<max_clip_planes; ++i)
gl_ClipDistance[i] = dot(world_vertex, clip_planes[i].equation);
}
-
- shadow_transform(world_vertex);
}
virtual void custom_transform()
}
#pragma MSP stage(fragment)
+struct IncomingLight
+{
+ vec3 direction;
+ vec3 color;
+};
+
virtual vec3 get_fragment_normal()
{
if(use_normal_map)
return normalize(world_normal);
}
+virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
+{
+ vec4 light_pos = light_sources[index].position;
+ vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w;
+ float d = length(rel_pos);
+ float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation);
+ return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
+}
+
virtual vec3 get_environment_sample(vec3 direction, float roughness)
{
float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1);