X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=6bac9c3720e478fe3beb5a186da3b53800e902f2;hb=f1e296bb2442dfbea12e7b38a97cc152aa34569c;hp=481d86c48a604bfe2b1622836a72aaee3a94ffe5;hpb=caa1348f9478fcd834a1fdcbafed7cccf6b582e2;p=libs%2Fgl.git diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 481d86c4..6bac9c37 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,15 +1,16 @@ 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_instancing = false; layout(constant_id=auto) const bool use_normal_map = false; #pragma MSP stage(vertex) @@ -25,12 +26,18 @@ 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() @@ -42,10 +49,13 @@ void standard_transform() vec4 eye_vertex = eye_world_matrix*world_vertex; gl_Position = clip_eye_matrix*eye_vertex; - out vec3 world_normal = normal_tf*get_vertex_normal(); - vec3 world_tangent = normal_tf*tangent; - vec3 world_binormal = cross(world_normal, world_tangent); - out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); + out vec3 world_normal = normalize(normal_tf*get_vertex_normal()); + if(use_normal_map) + { + vec3 world_tangent = normalize(normal_tf*tangent); + vec3 world_binormal = normalize(cross(world_normal, world_tangent)); + out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); + } vec3 eye_pos = world_eye_matrix[3].xyz; out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); @@ -75,10 +85,12 @@ 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)