X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=249cae7c67e9c65c64d6dd4ab8a9829dd0ed8ef8;hb=HEAD;hp=6bac9c3720e478fe3beb5a186da3b53800e902f2;hpb=f1e296bb2442dfbea12e7b38a97cc152aa34569c;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 6bac9c37..249cae7c 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,17 +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() @@ -75,12 +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() @@ -93,30 +87,17 @@ virtual vec3 get_fragment_normal() return sgn*normalize(world_normal); } -virtual IncomingLight get_incoming_light(int index, vec3 world_pos) -{ - 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 apply_alpha_cutoff(float alpha, AlphaCutoffParams params) { - 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