X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=300726dc541c0f7d4cfcdfdcdba9094f4662f242;hb=857c2db0fb3112b750b618625649d12e13d9ae1a;hp=557d4d76a17cff24ef538946d8d95e531d5c099d;hpb=88c401224220010cb71426fafc5173661c4d48a3;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 557d4d76..300726dc 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,15 +1,9 @@ import msp_interface; import shadow; -uniform EnvMap -{ - mat3 env_world_matrix; -}; - -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; #pragma MSP stage(vertex) @@ -25,12 +19,18 @@ 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() @@ -95,23 +95,6 @@ virtual IncomingLight get_incoming_light(int index, vec3 world_pos) 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; -} - vec3 apply_fog(vec3 color) { float fog_value = exp(fog_coord*fog_density);