X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fphong.glsl;h=7c555e75208344559195a68c1b9ad741bd884d24;hb=HEAD;hp=32fa43cc61ef6143343fd893c2d304ee72107229;hpb=ab23d3910ac081066b42c184c6229aaa397dd46c;p=libs%2Fgl.git diff --git a/shaderlib/phong.glsl b/shaderlib/phong.glsl index 32fa43cc..7c555e75 100644 --- a/shaderlib/phong.glsl +++ b/shaderlib/phong.glsl @@ -1,6 +1,8 @@ import msp_interface; import common; +import lighting; import shadow; +import environment; struct BasicMaterialParameters { @@ -11,16 +13,17 @@ struct BasicMaterialParameters float reflectivity; }; -uniform BasicMaterial +layout(set=1) uniform BasicMaterial { BasicMaterialParameters basic_material; + AlphaCutoffParams 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 +33,6 @@ 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() @@ -114,14 +115,16 @@ 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); }