-import cooktorrance;
+import pbr_material;
import sphere_morph;
+import msp_interface;
+
uniform Morph
{
float morph;
}
#pragma MSP stage(fragment)
-struct IncomingLight
-{
- vec3 direction;
- vec3 color;
-};
-
layout(location=0) out vec4 frag_color;
virtual vec3 get_fragment_normal()
return sgn*normalize(world_normal);
}
-virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
-{
- vec4 light_pos = light_sources[index].position;
- vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w;
- float d = length(rel_pos);
- float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation);
- return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
-}
-
float apply_alpha_cutoff(float alpha, AlphaCutoffParams params)
{
if(use_alpha_cutoff)
-import msp_interface;
-import common;
import environment;
+import lighting;
import shadow;
-struct PbrMaterialParameters
-{
- vec4 base_color;
- vec4 tint;
- vec4 emission;
- float metalness;
- float roughness;
-};
-
-layout(set=1) uniform PbrMaterial
-{
- PbrMaterialParameters pbr_material;
- AlphaCutoffParams alpha_cutoff;
-};
-
-layout(set=1) uniform sampler2D base_color_map;
-layout(set=1) uniform sampler2D metalness_map;
-layout(set=1) uniform sampler2D roughness_map;
-layout(set=1) uniform sampler2D occlusion_map;
-layout(set=1) uniform sampler2D emission_map;
layout(set=1) uniform sampler2D fresnel_lookup;
-layout(constant_id=auto) const bool use_base_color_map = false;
-layout(constant_id=auto) const bool use_metalness_map = false;
-layout(constant_id=auto) const bool use_roughness_map = false;
-layout(constant_id=auto) const bool use_occlusion_map = false;
-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_image_based_lighting = false;
#pragma MSP stage(fragment)
-virtual vec4 get_base_color()
-{
- if(use_base_color_map)
- return texture(base_color_map, texcoord.xy)*pbr_material.tint;
- else
- return pbr_material.base_color*pbr_material.tint;
-}
-
-virtual float get_metalness_value()
-{
- if(use_metalness_map)
- return texture(metalness_map, texcoord.xy).r;
- else
- return pbr_material.metalness;
-}
-
-virtual float get_roughness_value()
-{
- if(use_roughness_map)
- return texture(roughness_map, texcoord.xy).r;
- else
- return pbr_material.roughness;
-}
-
-virtual float get_occlusion_value()
-{
- if(use_occlusion_map)
- return texture(occlusion_map, texcoord.xy).r;
- else
- return 1.0;
-}
-
-virtual vec3 get_emission_color()
-{
- if(use_emission_map)
- return texture(emission_map, texcoord.xy).rgb;
- else
- return pbr_material.emission.rgb;
-}
-
/* Computes the diffuse reflection of the macrosurface */
vec3 lambert_diffuse(vec3 base_color)
{
return color;
}
-
-void main()
-{
- vec4 base_color = get_base_color();
- float alpha = apply_alpha_cutoff(base_color.a, alpha_cutoff);
-
- vec3 normal = get_fragment_normal();
- vec3 look = normalize(world_look_dir);
-
- float metalness = get_metalness_value();
- float roughness = get_roughness_value();
- float occlusion = get_occlusion_value();
-
- vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness, occlusion);
- if(use_emission)
- lit_color += get_emission_color();
-
- frag_color = vec4(lit_color, alpha);
-}
--- /dev/null
+struct LightSourceParameters
+{
+ vec4 position;
+ vec3 color;
+ int type;
+ vec3 attenuation;
+};
+
+const int max_lights = 6;
+layout(set=0) uniform Lighting
+{
+ LightSourceParameters light_sources[max_lights];
+ vec4 ambient_color;
+ vec4 fog_color;
+ //float fog_start_distance;
+ float fog_density;
+};
+
+#pragma MSP stage(fragment)
+struct IncomingLight
+{
+ vec3 direction;
+ vec3 color;
+};
+
+virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
+{
+ vec4 light_pos = light_sources[index].position;
+ vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w;
+ float d = length(rel_pos);
+ float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation);
+ return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
+}
-struct LightSourceParameters
-{
- vec4 position;
- vec3 color;
- int type;
- vec3 attenuation;
-};
-
layout(push_constant) uniform ObjectTransform
{
mat4 world_obj_matrix;
mat4 eye_clip_matrix;
};
-const int max_lights = 6;
-layout(set=0) uniform Lighting
-{
- LightSourceParameters light_sources[max_lights];
- vec4 ambient_color;
- vec4 fog_color;
- float fog_density;
-};
-
#pragma MSP stage(vertex)
layout(location=0) in vec4 vertex;
layout(location=1) in vec4 color;
--- /dev/null
+import msp_interface;
+import common;
+import cooktorrance;
+
+struct PbrMaterialParameters
+{
+ vec4 base_color;
+ vec4 tint;
+ vec4 emission;
+ float metalness;
+ float roughness;
+};
+
+layout(set=1) uniform PbrMaterial
+{
+ PbrMaterialParameters pbr_material;
+ AlphaCutoffParams alpha_cutoff;
+};
+
+layout(set=1) uniform sampler2D base_color_map;
+layout(set=1) uniform sampler2D metalness_map;
+layout(set=1) uniform sampler2D roughness_map;
+layout(set=1) uniform sampler2D occlusion_map;
+layout(set=1) uniform sampler2D emission_map;
+
+layout(constant_id=auto) const bool use_base_color_map = false;
+layout(constant_id=auto) const bool use_metalness_map = false;
+layout(constant_id=auto) const bool use_roughness_map = false;
+layout(constant_id=auto) const bool use_occlusion_map = false;
+layout(constant_id=auto) const bool use_emission = false;
+layout(constant_id=auto) const bool use_emission_map = false;
+
+#pragma MSP stage(fragment)
+virtual vec4 get_base_color()
+{
+ if(use_base_color_map)
+ return texture(base_color_map, texcoord.xy)*pbr_material.tint;
+ else
+ return pbr_material.base_color*pbr_material.tint;
+}
+
+virtual float get_metalness_value()
+{
+ if(use_metalness_map)
+ return texture(metalness_map, texcoord.xy).r;
+ else
+ return pbr_material.metalness;
+}
+
+virtual float get_roughness_value()
+{
+ if(use_roughness_map)
+ return texture(roughness_map, texcoord.xy).r;
+ else
+ return pbr_material.roughness;
+}
+
+virtual float get_occlusion_value()
+{
+ if(use_occlusion_map)
+ return texture(occlusion_map, texcoord.xy).r;
+ else
+ return 1.0;
+}
+
+virtual vec3 get_emission_color()
+{
+ if(use_emission_map)
+ return texture(emission_map, texcoord.xy).rgb;
+ else
+ return pbr_material.emission.rgb;
+}
+
+void main()
+{
+ vec4 base_color = get_base_color();
+ float alpha = apply_alpha_cutoff(base_color.a, alpha_cutoff);
+
+ vec3 normal = get_fragment_normal();
+ vec3 look = normalize(world_look_dir);
+
+ float metalness = get_metalness_value();
+ float roughness = get_roughness_value();
+ float occlusion = get_occlusion_value();
+
+ vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness, occlusion);
+ if(use_emission)
+ lit_color += get_emission_color();
+
+ frag_color = vec4(lit_color, alpha);
+}
import msp_interface;
import common;
+import lighting;
import shadow;
import environment;
-import msp_interface;
+import lighting;
struct ShadowParameters
{
void PbrMaterial::fill_program_info(string &module_name, map<string, int> &spec_values) const
{
- module_name = "cooktorrance.glsl";
+ module_name = "pbr_material.glsl";
spec_values["use_base_color_map"] = (base_color.texture!=0);
spec_values["use_normal_map"] = (normal.texture!=0);
spec_values["use_metalness_map"] = (metalness.texture!=0);