X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=e942b49ebab2bb5cb9e5553b004e5e112b36fe5e;hb=857c2db0fb3112b750b618625649d12e13d9ae1a;hp=d8e07b292e4e2ecdaa434875ef21f0f7cd1eec72;hpb=ab23d3910ac081066b42c184c6229aaa397dd46c;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index d8e07b29..e942b49e 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; + float 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; @@ -29,6 +31,7 @@ layout(constant_id=auto) const bool use_occlusion_map = false; layout(constant_id=auto) const bool use_emission = false; layout(constant_id=auto) const bool use_emission_map = false; layout(constant_id=auto) const bool use_image_based_lighting = false; +layout(constant_id=auto) const bool use_alpha_cutoff = false; #pragma MSP stage(fragment) virtual vec4 get_base_color() @@ -74,7 +77,8 @@ 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; } @@ -172,10 +176,13 @@ vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metaln void main() { + vec4 base_color = get_base_color(); + if(use_alpha_cutoff && base_color.a