import msp_interface;
import shadow;
-layout(set=0) uniform EnvMap
+struct AlphaCutoffParams
{
- mat3 env_world_matrix;
+ float cutoff;
+ float feather;
};
layout(set=1) uniform sampler2D normal_map;
-layout(set=0) uniform samplerCube environment_map;
-layout(set=0) uniform samplerCube irradiance_map;
layout(constant_id=auto) const bool use_instancing = false;
layout(constant_id=auto) const bool use_normal_map = false;
+layout(constant_id=auto) const bool use_alpha_cutoff = false;
#pragma MSP stage(vertex)
virtual vec4 get_vertex_position()
return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
}
-virtual vec3 get_environment_sample(vec3 direction, float roughness)
+float apply_alpha_cutoff(float alpha, AlphaCutoffParams params)
{
- float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1);
- return textureLod(environment_map, env_world_matrix*direction, lod).rgb;
-}
-
-virtual vec3 get_reflection(vec3 normal, vec3 look)
-{
- vec3 reflect_dir = reflect(look, normal);
- return get_environment_sample(reflect_dir, 0.0);
-}
-
-virtual vec3 get_irradiance_sample(vec3 normal)
-{
- return texture(irradiance_map, env_world_matrix*normal).rgb;
+ if(use_alpha_cutoff)
+ {
+ if(alpha<params.cutoff)
+ discard;
+ float limit = min(params.cutoff+params.feather*fwidth(alpha), 1.0);
+ return smoothstep(params.cutoff, limit, alpha);
+ }
+ else
+ return alpha;
}
vec3 apply_fog(vec3 color)