X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=481d86c48a604bfe2b1622836a72aaee3a94ffe5;hb=1420854eb3827b8229bae2c2c6cebdd34a320f13;hp=94237c7acfd3cec3626497c85761db24b00e9106;hpb=82282de52e8e8f3bbafefaf92bf76f53f2c2495e;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 94237c7a..481d86c4 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -8,6 +8,7 @@ uniform EnvMap uniform sampler2D normal_map; uniform samplerCube environment_map; +uniform samplerCube irradiance_map; layout(constant_id=auto) const bool use_normal_map = false; @@ -37,7 +38,7 @@ void standard_transform() mat4 vertex_tf = get_vertex_transform(); mat3 normal_tf = get_normal_transform(); - vec4 world_vertex = vertex_tf*get_vertex_position(); + out vec4 world_vertex = vertex_tf*get_vertex_position(); vec4 eye_vertex = eye_world_matrix*world_vertex; gl_Position = clip_eye_matrix*eye_vertex; @@ -46,22 +47,10 @@ void standard_transform() vec3 world_binormal = cross(world_normal, world_tangent); out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); - vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz; + vec3 eye_pos = world_eye_matrix[3].xyz; out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); - out vec3 world_light_dir = light_sources[0].position.xyz-world_vertex.xyz*light_sources[0].position.w; - - out vec3 world_halfway_dir = normalize(world_light_dir-world_look_dir); - out float fog_coord = eye_vertex.z; - - if(use_clipping) - { - for(int i=0; i