X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fcooktorrance.glsl;h=fe6179b783ba27fc50fdb164e5e6ba30f3536832;hb=a741acd5c501c03de5181656498d2bcbe0df9157;hp=79f88f6475db747479996e81c73079de8d1106bd;hpb=4d276c9b986b111611b8396f94dae56dbe736387;p=libs%2Fgl.git diff --git a/shaderlib/cooktorrance.glsl b/shaderlib/cooktorrance.glsl index 79f88f64..fe6179b7 100644 --- a/shaderlib/cooktorrance.glsl +++ b/shaderlib/cooktorrance.glsl @@ -10,17 +10,18 @@ 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 +30,7 @@ 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 +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; } @@ -172,10 +175,13 @@ 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