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;
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()
/* Computes the diffuse reflection of the macrosurface */
vec3 lambert_diffuse(vec3 base_color)
{
- // Scale by pi to get a result per steradian, suitable for integration
+ /* Scale by pi (cosine-weighted area of a hemisphere) because the light
+ scatters in every direction */
return base_color/PI;
}
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();
vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness);
- frag_color = vec4(lit_color, base_color.a);
+ frag_color = vec4(lit_color, alpha);
}