float roughness;
};
-uniform PbrMaterial
+layout(set=1) uniform PbrMaterial
{
PbrMaterialParameters pbr_material;
+ float 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;
layout(constant_id=auto) const bool use_emission = false;
layout(constant_id=auto) const bool use_emission_map = false;
layout(constant_id=auto) const bool use_image_based_lighting = false;
+layout(constant_id=auto) const bool use_alpha_cutoff = false;
#pragma MSP stage(fragment)
virtual vec4 get_base_color()
/* 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;
}
if(light_sources[i].type!=0)
{
IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
- float shadow = get_shadow_factor(i);
+ float shadow = get_shadow_factor(i, world_vertex);
color += cooktorrance_one_light_direct(normal, look, incoming.direction, base_color, metalness, roughness)*incoming.color*shadow;
}
void main()
{
+ vec4 base_color = get_base_color();
+ if(use_alpha_cutoff && base_color.a<alpha_cutoff)
+ discard;
+
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();