X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Foccluder.glsl;h=a4d876ecef40062decfb2cb255b0200980ed3413;hb=HEAD;hp=84f667a88f0d07e93aeb40b3a57a7c05db525ef9;hpb=8323eb754769cb6db7e02f4226cc9eedc5e614cf;p=libs%2Fgl.git diff --git a/shaderlib/occluder.glsl b/shaderlib/occluder.glsl index 84f667a8..a4d876ec 100644 --- a/shaderlib/occluder.glsl +++ b/shaderlib/occluder.glsl @@ -1,5 +1,15 @@ import msp_interface; +layout(set=1) uniform AlphaCutoff +{ + float alpha_cutoff; +}; + +layout(set=1) uniform sampler2D alpha_map; + +layout(constant_id=auto) const bool use_alpha_cutoff = false; +layout(constant_id=auto) const bool use_instancing = false; + #pragma MSP stage(vertex) virtual vec4 get_vertex_position() { @@ -8,10 +18,34 @@ virtual vec4 get_vertex_position() virtual mat4 get_vertex_transform() { - return world_obj_matrix; + if(use_instancing) + return transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0))); + else + return world_obj_matrix; +} + +virtual void clipping(vec3 eye_vertex) +{ +} + +void main() +{ + vec4 eye_vertex = eye_world_matrix*get_vertex_transform()*get_vertex_position(); + clipping(eye_vertex.xyz); + gl_Position = clip_eye_matrix*eye_vertex; + passthrough; } +#pragma MSP stage(fragment) +layout(location=0) out vec4 frag_color; + void main() { - gl_Position = clip_eye_matrix*eye_world_matrix*get_vertex_transform()*get_vertex_position(); + if(use_alpha_cutoff) + { + float alpha = texture(alpha_map, texcoord.xy).a; + if(alpha