X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=35d5a87eafb8bf8c83e8fe877cdf5e90b0a3d724;hb=0f256116c84a5b926bc923f5bbad95622933517a;hp=54d66e602ed496d597982dce894ee62399f4f451;hpb=0ae56cb38a715c36c279a4f07ff4562830176dec;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 54d66e60..35d5a87e 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -3,11 +3,12 @@ import shadow; uniform EnvMap { - mat3 env_eye_matrix; + mat3 env_world_matrix; }; uniform sampler2D normal_map; uniform samplerCube environment_map; +uniform samplerCube irradiance_map; layout(constant_id=auto) const bool use_normal_map = false; @@ -24,12 +25,12 @@ virtual vec3 get_vertex_normal() virtual mat4 get_vertex_transform() { - return eye_obj_matrix; + return world_obj_matrix; } virtual mat3 get_normal_transform() { - return eye_obj_normal_matrix; + return world_obj_normal_matrix; } void standard_transform() @@ -37,33 +38,22 @@ void standard_transform() mat4 vertex_tf = get_vertex_transform(); mat3 normal_tf = get_normal_transform(); - out vec4 eye_vertex = vertex_tf*get_vertex_position(); - gl_Position = projection_matrix*eye_vertex; + 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_normal = normal_tf*get_vertex_normal(); - vec3 eye_tangent = normal_tf*tangent; - vec3 eye_binormal = normal_tf*binormal; - out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal); - - out vec3 eye_look_dir = normalize(eye_vertex.xyz); - out vec3 tbn_look_dir = eye_look_dir*eye_tbn_matrix; - - 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 eye_halfway_dir = normalize(eye_light_dir-eye_look_dir); - out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix; - - out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix; - out float fog_coord = eye_vertex.z; - - if(use_clipping) + out vec3 world_normal = normal_tf*get_vertex_normal(); + if(use_normal_map) { - for(int i=0; i