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;
}
}
/* Computes the full contribution of a single light */
-vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 light_color, vec3 base_color, float metalness, float roughness)
+vec3 cooktorrance_one_light_direct(vec3 normal, vec3 look, vec3 light, vec3 base_color, float metalness, float roughness)
{
vec3 halfway = normalize(light-look);
float ndist = normal_distribution_ggxtr(normal, halfway, roughness);
vec3 k_diff = (1.0-k_spec)*(1.0-metalness);
float spec_denom = max(4.0*max(dot(normal, -look), 0.0)*max(dot(normal, light), 0.0), 0.001);
- return max(dot(normal, light), 0.0)*light_color*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/spec_denom);
+ return max(dot(normal, light), 0.0)*(k_diff*lambert_diffuse(base_color)+k_spec*ndist*geom/spec_denom);
}
vec3 cooktorrance_environment(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
{
vec3 color = vec3(0.0);
for(int i=0; i<max_lights; ++i)
- if(light_sources[i].enabled!=0)
+ if(light_sources[i].type!=0)
{
- vec3 light = get_light_direction(i);
- float shadow = get_shadow_factor(i);
- color += cooktorrance_one_light_direct(normal, look, light, light_sources[i].color, base_color, metalness, roughness)*shadow;
+ IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
+ float shadow = get_shadow_factor(i, world_vertex);
+ 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);
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();