X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=1c564a04557a39b3b0ab951b8c2b86acb7f4b32e;hb=98f72f1666f45fa96407c96ff2bb88a5962e66c9;hp=79f88f6475db747479996e81c73079de8d1106bd;hpb=4d276c9b986b111611b8396f94dae56dbe736387;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index 79f88f64..1c564a04 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -1,5 +1,6 @@ import msp_interface; import common; +import environment; import shadow; struct PbrMaterialParameters @@ -10,17 +11,18 @@ struct PbrMaterialParameters float roughness; }; -uniform PbrMaterial +layout(set=1) uniform PbrMaterial { PbrMaterialParameters pbr_material; + AlphaCutoffParams alpha_cutoff; }; -uniform sampler2D base_color_map; -uniform sampler2D metalness_map; -uniform sampler2D roughness_map; -uniform sampler2D occlusion_map; -uniform sampler2D emission_map; -uniform sampler2D fresnel_lookup; +layout(set=1) uniform sampler2D base_color_map; +layout(set=1) uniform sampler2D metalness_map; +layout(set=1) uniform sampler2D roughness_map; +layout(set=1) uniform sampler2D occlusion_map; +layout(set=1) uniform sampler2D emission_map; +layout(set=1) uniform sampler2D fresnel_lookup; layout(constant_id=auto) const bool use_base_color_map = false; layout(constant_id=auto) const bool use_metalness_map = false; @@ -74,7 +76,8 @@ virtual vec3 get_emission_color() /* Computes the diffuse reflection of the macrosurface */ vec3 lambert_diffuse(vec3 base_color) { - // Scale by pi to get a result per steradian, suitable for integration + /* Scale by pi (cosine-weighted area of a hemisphere) because the light + scatters in every direction */ return base_color/PI; } @@ -156,7 +159,7 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln if(light_sources[i].type!=0) { IncomingLight incoming = get_incoming_light(i, world_vertex.xyz); - float shadow = get_shadow_factor(i); + float shadow = get_shadow_factor(i, world_vertex); color += cooktorrance_one_light_direct(normal, look, incoming.direction, base_color, metalness, roughness)*incoming.color*shadow; } @@ -172,14 +175,16 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln void main() { + vec4 base_color = get_base_color(); + float alpha = apply_alpha_cutoff(base_color.a, alpha_cutoff); + vec3 normal = get_fragment_normal(); vec3 look = normalize(world_look_dir); - vec4 base_color = get_base_color(); float metalness = get_metalness_value(); float roughness = get_roughness_value(); vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness); - frag_color = vec4(lit_color, base_color.a); + frag_color = vec4(lit_color, alpha); }