X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=28e9e5007be0af9c7e706353d2a67c16ea965ab2;hb=a741acd5c501c03de5181656498d2bcbe0df9157;hp=570024ab1b5aaa27f22c8796a05d2353c8349511;hpb=4c11957c4e26b2c369f0399c85bafcb6eb58edd4;p=libs%2Fgl.git diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index 570024ab..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() @@ -79,30 +79,29 @@ 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; } vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess) { - vec3 light; - if(use_normal_map) - light = normalize(tbn_light_dir); - else - light = normalize(eye_light_dir); - vec3 color = phong_ambient(surface_diffuse); - float shadow = get_shadow_factor(0); - color += phong_one_light(light, normal, look, light_sources[0].diffuse.rgb, surface_diffuse, surface_specular, shininess)*shadow; + for(int i=0; i