X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=249cae7c67e9c65c64d6dd4ab8a9829dd0ed8ef8;hb=HEAD;hp=03cfd5af7c62a610a815a031c64abf5f7a4f6772;hpb=b4fe073653da9e27bf486b1b4366fe44b6138bb4;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 03cfd5af..249cae7c 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,16 +1,17 @@ import msp_interface; import shadow; -uniform EnvMap +struct AlphaCutoffParams { - mat3 env_world_matrix; + float cutoff; + float feather; }; -uniform sampler2D normal_map; -uniform samplerCube environment_map; -uniform samplerCube irradiance_map; +layout(set=1) uniform sampler2D normal_map; +layout(constant_id=auto) const bool use_instancing = false; layout(constant_id=auto) const bool use_normal_map = false; +layout(constant_id=auto) const bool use_alpha_cutoff = false; #pragma MSP stage(vertex) virtual vec4 get_vertex_position() @@ -25,12 +26,18 @@ virtual vec3 get_vertex_normal() virtual mat4 get_vertex_transform() { - return world_obj_matrix; + if(use_instancing) + return transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0))); + else + return world_obj_matrix; } virtual mat3 get_normal_transform() { - return world_obj_normal_matrix; + if(use_instancing) + return transpose(mat3(instance_transform[0].xyz, instance_transform[1].xyz, instance_transform[2].xyz)); + else + return world_obj_normal_matrix; } void standard_transform() @@ -42,21 +49,18 @@ void standard_transform() vec4 eye_vertex = eye_world_matrix*world_vertex; gl_Position = clip_eye_matrix*eye_vertex; - out vec3 world_normal = normal_tf*get_vertex_normal(); - vec3 world_tangent = normal_tf*tangent; - vec3 world_binormal = cross(world_normal, world_tangent); - out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); + out vec3 world_normal = normalize(normal_tf*get_vertex_normal()); + if(use_normal_map) + { + vec3 world_tangent = normalize(normal_tf*tangent); + vec3 world_binormal = normalize(cross(world_normal, world_tangent)); + out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); + } - vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz; + vec3 eye_pos = world_eye_matrix[3].xyz; out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); out float fog_coord = eye_vertex.z; - - if(use_clipping) - { - for(int i=0; i