X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=28e9e5007be0af9c7e706353d2a67c16ea965ab2;hb=857c2db0fb3112b750b618625649d12e13d9ae1a;hp=ed091ce9a9374d0646ca900b9ca6210fd4be9dfb;hpb=4d276c9b986b111611b8396f94dae56dbe736387;p=libs%2Fgl.git diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index ed091ce9..28e9e500 100644 --- a/shaderlib/phong.glsl +++ b/shaderlib/phong.glsl @@ -11,16 +11,17 @@ struct BasicMaterialParameters float reflectivity; }; -uniform BasicMaterial +layout(set=1) uniform BasicMaterial { BasicMaterialParameters basic_material; + float alpha_cutoff; }; -uniform sampler2D diffuse_map; -uniform sampler2D specular_map; -uniform sampler2D shininess_map; -uniform sampler2D emission_map; -uniform sampler2D reflectivity_map; +layout(set=1) uniform sampler2D diffuse_map; +layout(set=1) uniform sampler2D specular_map; +layout(set=1) uniform sampler2D shininess_map; +layout(set=1) uniform sampler2D emission_map; +layout(set=1) uniform sampler2D reflectivity_map; layout(constant_id=auto) const bool use_diffuse_map = false; layout(constant_id=auto) const bool use_specular = false; @@ -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() @@ -99,7 +99,7 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s 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 += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow; } @@ -114,10 +114,13 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s void main() { + vec4 surface_diffuse = get_diffuse_color(); + if(use_alpha_cutoff && surface_diffuse.a