X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=5334455cd240cf1cba32084852ad33b3a673f1f2;hb=4595453156db0c47926946b0ea1732b1e37e70ce;hp=ed091ce9a9374d0646ca900b9ca6210fd4be9dfb;hpb=4d276c9b986b111611b8396f94dae56dbe736387;p=libs%2Fgl.git diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index ed091ce9..5334455c 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; + AlphaCutoffParameters 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 +31,6 @@ 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; #pragma MSP stage(fragment) virtual vec4 get_diffuse_color() @@ -99,7 +98,7 @@ 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; } @@ -114,14 +113,16 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s void main() { + vec4 surface_diffuse = get_diffuse_color(); + float alpha = apply_alpha_cutoff(surface_diffuse.a, alpha_cutoff); + vec3 normal = get_fragment_normal(); vec3 look = normalize(world_look_dir); - vec4 surface_diffuse = get_diffuse_color(); vec3 surface_specular = get_specular_color(); float shininess = get_shininess_value(); vec3 lit_color = phong_lighting(normal, look, surface_diffuse.rgb, surface_specular, shininess); - frag_color = vec4(lit_color, surface_diffuse.a); + frag_color = vec4(lit_color, alpha); }