float reflectivity;
};
-uniform BasicMaterial
+layout(set=1) uniform BasicMaterial
{
BasicMaterialParameters basic_material;
+ float alpha_cutoff;
};
-uniform sampler2D diffuse_map;
-uniform sampler2D specular_map;
-uniform sampler2D shininess_map;
-uniform sampler2D emission_map;
-uniform sampler2D reflectivity_map;
+layout(set=1) uniform sampler2D diffuse_map;
+layout(set=1) uniform sampler2D specular_map;
+layout(set=1) uniform sampler2D shininess_map;
+layout(set=1) uniform sampler2D emission_map;
+layout(set=1) uniform sampler2D reflectivity_map;
layout(constant_id=auto) const bool use_diffuse_map = false;
layout(constant_id=auto) const bool use_specular = false;
layout(constant_id=auto) const bool use_emission_map = false;
layout(constant_id=auto) const bool use_reflectivity = false;
layout(constant_id=auto) const bool use_reflectivity_map = false;
-layout(constant_id=auto) const bool use_sky = false;
-layout(constant_id=auto) const bool use_fog = false;
+layout(constant_id=auto) const bool use_alpha_cutoff = false;
#pragma MSP stage(fragment)
virtual vec4 get_diffuse_color()
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 += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
}
void main()
{
+ vec4 surface_diffuse = get_diffuse_color();
+ if(use_alpha_cutoff && surface_diffuse.a<alpha_cutoff)
+ discard;
+
vec3 normal = get_fragment_normal();
vec3 look = normalize(world_look_dir);
- vec4 surface_diffuse = get_diffuse_color();
vec3 surface_specular = get_specular_color();
float shininess = get_shininess_value();