X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=249cae7c67e9c65c64d6dd4ab8a9829dd0ed8ef8;hb=HEAD;hp=4a81636037be1224d0d2856cdfd90b67d8eef3fc;hpb=47853d7a557bf81131512832a9e531cb04d273ca;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 4a816360..249cae7c 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,59 +1,69 @@ import msp_interface; import shadow; -const bool use_normal_map = false; +struct AlphaCutoffParams +{ + float cutoff; + float feather; +}; + +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) -vec4 get_vertex_position() +virtual vec4 get_vertex_position() { return vertex; } -vec3 get_vertex_normal() +virtual vec3 get_vertex_normal() { return normal; } -vec4 transform_position(vec4 pos) +virtual mat4 get_vertex_transform() { - return eye_obj_matrix*pos; + 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; } -vec3 transform_normal(vec3 nor) +virtual mat3 get_normal_transform() { - return eye_obj_normal_matrix*nor; + 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() { - out vec4 eye_vertex = transform_position(get_vertex_position()); - gl_Position = projection_matrix*eye_vertex; - - out vec3 eye_normal = transform_normal(get_vertex_normal()); - vec3 eye_tangent = transform_normal(tangent); - vec3 eye_binormal = transform_normal(binormal); - out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal); + mat4 vertex_tf = get_vertex_transform(); + mat3 normal_tf = get_normal_transform(); - out vec3 eye_look_dir = normalize(eye_vertex.xyz); - out vec3 tbn_look_dir = eye_look_dir*eye_tbn_matrix; + out vec4 world_vertex = vertex_tf*get_vertex_position(); + vec4 eye_vertex = eye_world_matrix*world_vertex; + gl_Position = clip_eye_matrix*eye_vertex; - out vec3 eye_light_dir = normalize(light_sources[0].position.xyz-eye_vertex.xyz*light_sources[0].position.w); - out vec3 tbn_light_dir = eye_light_dir*eye_tbn_matrix; + 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); + } - out vec3 eye_halfway_dir = normalize(eye_light_dir-eye_look_dir); - out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix; + vec3 eye_pos = world_eye_matrix[3].xyz; + out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); - 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; - - for(int i=0; i