]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/cooktorrance.glsl
Change the vertex group attribute to uvec4
[libs/gl.git] / shaderlib / cooktorrance.glsl
index ff1a56c7c237e240ebd7cb4c69df8a7ce24a36ba..5e933d5a55239d7db0fb18a35b068c2b768975f2 100644 (file)
@@ -1,26 +1,29 @@
 import msp_interface;
 import common;
+import environment;
 import shadow;
 
 struct PbrMaterialParameters
 {
        vec4 base_color;
+       vec4 tint;
        vec4 emission;
        float metalness;
        float roughness;
 };
 
-uniform PbrMaterial
+layout(set=1) uniform PbrMaterial
 {
        PbrMaterialParameters pbr_material;
+       AlphaCutoffParams alpha_cutoff;
 };
 
-uniform sampler2D base_color_map;
-uniform sampler2D metalness_map;
-uniform sampler2D roughness_map;
-uniform sampler2D occlusion_map;
-uniform sampler2D emission_map;
-uniform sampler2D fresnel_lookup;
+layout(set=1) uniform sampler2D base_color_map;
+layout(set=1) uniform sampler2D metalness_map;
+layout(set=1) uniform sampler2D roughness_map;
+layout(set=1) uniform sampler2D occlusion_map;
+layout(set=1) uniform sampler2D emission_map;
+layout(set=1) uniform sampler2D fresnel_lookup;
 
 layout(constant_id=auto) const bool use_base_color_map = false;
 layout(constant_id=auto) const bool use_metalness_map = false;
@@ -34,9 +37,9 @@ layout(constant_id=auto) const bool use_image_based_lighting = false;
 virtual vec4 get_base_color()
 {
        if(use_base_color_map)
-               return texture(base_color_map, texcoord.xy);
+               return texture(base_color_map, texcoord.xy)*pbr_material.tint;
        else
-               return pbr_material.base_color;
+               return pbr_material.base_color*pbr_material.tint;
 }
 
 virtual float get_metalness_value()
@@ -150,7 +153,7 @@ vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float met
                return (k_diff*base_color+k_spec)*ambient_color.rgb;
 }
 
-vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
+vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness, float occlusion)
 {
        vec3 color = vec3(0.0);
        for(int i=0; i<max_lights; ++i)
@@ -161,26 +164,26 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln
                        color += cooktorrance_one_light_direct(normal, look, incoming.direction, base_color, metalness, roughness)*incoming.color*shadow;
                }
 
-       color += cooktorrance_environment(normal, look, base_color, metalness, roughness);
-
-       color *= get_occlusion_value();
-
-       if(use_emission)
-               color += get_emission_color();
+       color += cooktorrance_environment(normal, look, base_color, metalness, roughness)*occlusion;
 
        return color;
 }
 
 void main()
 {
+       vec4 base_color = get_base_color();
+       float alpha = apply_alpha_cutoff(base_color.a, alpha_cutoff);
+
        vec3 normal = get_fragment_normal();
        vec3 look = normalize(world_look_dir);
 
-       vec4 base_color = get_base_color();
        float metalness = get_metalness_value();
        float roughness = get_roughness_value();
+       float occlusion = get_occlusion_value();
 
-       vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness);
+       vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness, occlusion);
+       if(use_emission)
+               lit_color += get_emission_color();
 
-       frag_color = vec4(lit_color, base_color.a);
+       frag_color = vec4(lit_color, alpha);
 }