import msp_interface;
import shadow;
-const bool use_normal_map = false;
+uniform EnvMap
+{
+ mat3 env_eye_matrix;
+};
+
+uniform sampler2D normal_map;
+uniform samplerCube environment_map;
+
+layout(constant_id=auto) const bool use_normal_map = false;
#pragma MSP stage(vertex)
-vec4 get_vertex_position()
+virtual vec4 get_vertex_position()
{
return vertex;
}
-vec3 get_vertex_normal()
+virtual vec3 get_vertex_normal()
{
return normal;
}
-vec4 transform_position(vec4 pos)
+virtual vec4 transform_position(vec4 pos)
{
return eye_obj_matrix*pos;
}
-vec3 transform_normal(vec3 nor)
+virtual vec3 transform_normal(vec3 nor)
{
return eye_obj_normal_matrix*nor;
}
out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix;
out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
- out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
out float fog_coord = eye_vertex.z;
- for(int i=0; i<max_clip_planes; ++i)
- gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+ if(use_clipping)
+ {
+ for(int i=0; i<max_clip_planes; ++i)
+ gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+ }
shadow_transform(eye_vertex);
}
-void custom_transform()
+virtual void custom_transform()
{
}
}
#pragma MSP stage(fragment)
-vec3 get_normal_sample()
+virtual vec3 get_fragment_normal()
{
if(use_normal_map)
- return texture(normal_map, texcoord.xy).xyz*2.0-1.0;
+ return normalize(texture(normal_map, texcoord.xy).xyz*2.0-1.0);
else
return vec3(0.0, 0.0, 1.0);
}
-vec4 get_environment_sample(vec3 direction)
+virtual vec4 get_environment_sample(vec3 direction)
{
- return texture(environment, direction);
+ return texture(environment_map, direction);
}
-vec3 get_reflection(vec3 normal, vec3 look)
+virtual vec3 get_reflection(vec3 normal, vec3 look)
{
vec3 reflect_dir = reflect(look, normal);
if(use_normal_map)
vec3 apply_fog(vec3 color)
{
float fog_value = exp(fog_coord*fog_density);
- return mix(fog_color, color, fog_value);
+ return mix(fog_color.rgb, color, fog_value);
}