X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=695bce3b5da4ca0d8b06c5785a8bcea6f2c1da3a;hb=4595453156db0c47926946b0ea1732b1e37e70ce;hp=8bc652fcd0a509cf9076cfe761c498c75d99e86a;hpb=86721a55699193e63c76e8a0a7b0ced0416c1cce;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 8bc652fc..695bce3b 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,15 +1,17 @@ import msp_interface; import shadow; -uniform EnvMap +struct AlphaCutoffParams { - mat3 env_eye_matrix; + float cutoff; + float feather; }; -uniform sampler2D normal_map; -uniform samplerCube environment_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; +layout(constant_id=auto) const bool use_alpha_cutoff = false; #pragma MSP stage(vertex) virtual vec4 get_vertex_position() @@ -24,12 +26,18 @@ virtual vec3 get_vertex_normal() virtual mat4 get_vertex_transform() { - return eye_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 eye_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() @@ -37,33 +45,22 @@ 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 vec3 eye_normal = normal_tf*get_vertex_normal(); - vec3 eye_tangent = normal_tf*tangent; - vec3 eye_binormal = cross(eye_normal, eye_tangent); - 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 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_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 = normalize(normal_tf*get_vertex_normal()); + if(use_normal_map) { - for(int i=0; i