X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=234897116183a4997c625687447b65172ef8036d;hb=ae423e6ef278388f92802fbae34b1c7ec339292f;hp=87eba5eadf38bce9ba1c6873a4dd18b2dcb2f841;hpb=d4b030f46c3a643e813cf31e3faa2b4f3662a160;p=libs%2Fgl.git diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index 87eba5ea..23489711 100644 --- a/shaderlib/phong.glsl +++ b/shaderlib/phong.glsl @@ -14,6 +14,7 @@ struct BasicMaterialParameters uniform BasicMaterial { BasicMaterialParameters basic_material; + float alpha_cutoff; }; uniform sampler2D diffuse_map; @@ -30,8 +31,7 @@ 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_reflectivity = false; layout(constant_id=auto) const bool use_reflectivity_map = false; -layout(constant_id=auto) const bool use_sky = false; -layout(constant_id=auto) const bool use_fog = false; +layout(constant_id=auto) const bool use_alpha_cutoff = false; #pragma MSP stage(fragment) virtual vec4 get_diffuse_color() @@ -79,15 +79,15 @@ vec3 phong_ambient(vec3 surface_diffuse) return ambient_color.rgb*surface_diffuse; } -vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3 surface_diffuse, vec3 surface_specular, float shininess) +vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess) { float diffuse_intensity = max(dot(light, normal), 0.0); - vec3 color = light_color*surface_diffuse*diffuse_intensity; + vec3 color = surface_diffuse*diffuse_intensity; if(use_specular) { vec3 reflected = reflect(look, normal); float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess); - color += light_color*surface_specular*specular_intensity; + color += surface_specular*specular_intensity; } return color; } @@ -96,11 +96,11 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s { vec3 color = phong_ambient(surface_diffuse); for(int i=0; i