LightSourceParameters light_sources[1];
vec4 ambient_color;
vec4 sky_color;
- vec3 eye_sky_dir;
+ vec3 eye_zenith_dir;
float horizon_limit;
vec4 fog_color;
float fog_density;
ClipPlane clip_planes[max_clip_planes];
};
-////// vertex
+#pragma MSP stage(vertex)
layout(location=0) in vec4 vertex;
layout(location=8) in vec4 texcoord;
layout(location=3) in vec4 color;
ldir = ldir*eye_tbn_matrix;
out vec3 light_dir = ldir;
- out vec3 tbn_sky_dir = eye_sky_dir*eye_tbn_matrix;
+ out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
out float fog_coord = eye_vertex.z;
passthrough;
}
-////// fragment
+#pragma MSP stage(fragment)
layout(location=0) out vec4 frag_color;
vec4 get_diffuse_sample()
vec3 ambient_light = ambient_color.rgb;
if(use_sky)
{
- vec3 sky_dir;
+ vec3 zenith_dir;
if(use_normal_map)
- sky_dir = tbn_sky_dir;
+ zenith_dir = tbn_zenith_dir;
else
- sky_dir = eye_sky_dir;
- float skylight_intensity = dot(normal, sky_dir)*0.5+0.5;
+ zenith_dir = eye_zenith_dir;
+ float skylight_intensity = dot(normal, zenith_dir)*0.5+0.5;
ambient_light += skylight_intensity*sky_color.rgb;
}