X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=8a69d473e83935adf8d8d866b2beab07518e22ea;hb=7a5d84b06d0217c5edad5d9f4ef51404de0cb911;hp=ff1a56c7c237e240ebd7cb4c69df8a7ce24a36ba;hpb=190a7e11237351f6b730c28f7b16f183e8adc69c;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index ff1a56c7..8a69d473 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -1,26 +1,29 @@ import msp_interface; import common; +import environment; import shadow; struct PbrMaterialParameters { vec4 base_color; + vec4 tint; vec4 emission; float metalness; 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; @@ -34,9 +37,9 @@ layout(constant_id=auto) const bool use_image_based_lighting = false; virtual vec4 get_base_color() { if(use_base_color_map) - return texture(base_color_map, texcoord.xy); + return texture(base_color_map, texcoord.xy)*pbr_material.tint; else - return pbr_material.base_color; + return pbr_material.base_color*pbr_material.tint; } virtual float get_metalness_value() @@ -173,14 +176,16 @@ 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); }