X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fmsp_interface.glsl;h=ed40aa4a18c0975a1829c93a45cc3fe6ecf2ea49;hb=dff7004fa078d55911664c0f513b5dc6c9449420;hp=ba6f3178cc5ca9954ffd5d6c5e66df43965aece4;hpb=f7d6481be3511153ded018e119bcac852faa0766;p=libs%2Fgl.git diff --git a/shaderlib/msp_interface.glsl b/shaderlib/msp_interface.glsl index ba6f3178..ed40aa4a 100644 --- a/shaderlib/msp_interface.glsl +++ b/shaderlib/msp_interface.glsl @@ -5,23 +5,6 @@ struct LightSourceParameters vec4 specular; }; -struct BasicMaterialParameters -{ - vec4 diffuse; - vec4 specular; - vec4 emission; - float shininess; - float reflectivity; -}; - -struct PbrMaterialParameters -{ - vec4 base_color; - vec4 emission; - float metalness; - float roughness; -}; - struct ClipPlane { vec4 equation; @@ -35,16 +18,6 @@ uniform Transform mat4 projection_matrix; }; -uniform BasicMaterial -{ - BasicMaterialParameters basic_material; -}; - -uniform PbrMaterial -{ - PbrMaterialParameters pbr_material; -}; - uniform Lighting { // Declared as an array for compatibility reasons @@ -57,30 +30,8 @@ uniform Lighting float fog_density; }; -uniform sampler2D diffuse_map; -uniform sampler2D specular_map; -uniform sampler2D shininess_map; -uniform sampler2D base_color_map; -uniform sampler2D metalness_map; -uniform sampler2D roughness_map; -uniform sampler2D occlusion_map; -uniform sampler2D emission_map; -uniform sampler2D normal_map; - -uniform sampler2DShadow shadow_map; -uniform ShadowMap -{ - float shadow_darkness; - mat4 shd_eye_matrix; -}; - -uniform samplerCube environment_map; -uniform EnvMap -{ - mat3 env_eye_matrix; -}; - -const int max_clip_planes = 0; +layout(constant_id=auto) const bool use_clipping = false; +layout(constant_id=auto) const int max_clip_planes = 8; uniform Clipping { ClipPlane clip_planes[max_clip_planes]; @@ -88,12 +39,16 @@ uniform Clipping #pragma MSP stage(vertex) layout(location=0) in vec4 vertex; -layout(location=8) in vec4 texcoord; -layout(location=3) in vec4 color; +layout(location=1) in vec4 color; layout(location=2) in vec3 normal; -layout(location=4) in vec3 tangent; -layout(location=5) in vec3 binormal; -layout(location=12) in vec4 instance_transform[3]; +layout(location=3) in vec3 tangent; +layout(location=4) in vec4 group; +layout(location=5) in vec4 weight; +layout(location=6) in vec4 texcoord; +layout(location=7) in vec4 texcoord1; +layout(location=8) in vec4 texcoord2; +layout(location=9) in vec4 texcoord3; +layout(location=13) in vec4 instance_transform[3]; #pragma MSP stage(fragment) layout(location=0) out vec4 frag_color;