X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=44ef150acc314c746041ba1c74e5338c287e190f;hb=a741acd5c501c03de5181656498d2bcbe0df9157;hp=7a57b0671eebf1a3b4850cb451785c66a52498ff;hpb=139924448ef4753b3942da07091a2630a037c034;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 7a57b067..44ef150a 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,14 +1,14 @@ import msp_interface; import shadow; -uniform EnvMap +layout(set=0) 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(set=0) uniform samplerCube environment_map; +layout(set=0) uniform samplerCube irradiance_map; layout(constant_id=auto) const bool use_normal_map = false; @@ -78,10 +78,12 @@ layout(location=0) out vec4 frag_color; virtual vec3 get_fragment_normal() { + vec3 normal; + float sgn = (gl_FrontFacing ? 1.0 : -1.0); if(use_normal_map) - return normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0)); + return sgn*normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0)); else - return normalize(world_normal); + return sgn*normalize(world_normal); } virtual IncomingLight get_incoming_light(int index, vec3 world_pos)