X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=249cae7c67e9c65c64d6dd4ab8a9829dd0ed8ef8;hb=HEAD;hp=44ef150acc314c746041ba1c74e5338c287e190f;hpb=a741acd5c501c03de5181656498d2bcbe0df9157;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 44ef150a..249cae7c 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,16 +1,17 @@ import msp_interface; import shadow; -layout(set=0) uniform EnvMap +struct AlphaCutoffParams { - mat3 env_world_matrix; + float cutoff; + float feather; }; layout(set=1) uniform sampler2D normal_map; -layout(set=0) uniform samplerCube environment_map; -layout(set=0) uniform samplerCube irradiance_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() @@ -68,12 +75,6 @@ void main() } #pragma MSP stage(fragment) -struct IncomingLight -{ - vec3 direction; - vec3 color; -}; - layout(location=0) out vec4 frag_color; virtual vec3 get_fragment_normal() @@ -86,30 +87,17 @@ virtual vec3 get_fragment_normal() return sgn*normalize(world_normal); } -virtual IncomingLight get_incoming_light(int index, vec3 world_pos) +float apply_alpha_cutoff(float alpha, AlphaCutoffParams params) { - vec4 light_pos = light_sources[index].position; - vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w; - float d = length(rel_pos); - float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation); - return IncomingLight(rel_pos/d, light_sources[index].color*attenuation); -} - -virtual vec3 get_environment_sample(vec3 direction, float roughness) -{ - float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1); - return textureLod(environment_map, env_world_matrix*direction, lod).rgb; -} - -virtual vec3 get_reflection(vec3 normal, vec3 look) -{ - vec3 reflect_dir = reflect(look, normal); - return get_environment_sample(reflect_dir, 0.0); -} - -virtual vec3 get_irradiance_sample(vec3 normal) -{ - return texture(irradiance_map, env_world_matrix*normal).rgb; + if(use_alpha_cutoff) + { + if(alpha