X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=5ce5cb91c1cf0a9d4f00be8a6c51e9aa50c28fbd;hb=0a46a7d359656759a0a39a20ebffb2d214ec0ac7;hp=28e9e5007be0af9c7e706353d2a67c16ea965ab2;hpb=a741acd5c501c03de5181656498d2bcbe0df9157;p=libs%2Fgl.git diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index 28e9e500..5ce5cb91 100644 --- a/shaderlib/phong.glsl +++ b/shaderlib/phong.glsl @@ -1,6 +1,7 @@ import msp_interface; import common; import shadow; +import environment; struct BasicMaterialParameters { @@ -14,7 +15,7 @@ struct BasicMaterialParameters layout(set=1) uniform BasicMaterial { BasicMaterialParameters basic_material; - float alpha_cutoff; + AlphaCutoffParams alpha_cutoff; }; layout(set=1) uniform sampler2D diffuse_map; @@ -31,7 +32,6 @@ 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_alpha_cutoff = false; #pragma MSP stage(fragment) virtual vec4 get_diffuse_color() @@ -115,8 +115,7 @@ 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