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1 import msp_interface;
2 import shadow;
3
4 struct AlphaCutoffParams
5 {
6         float cutoff;
7         float feather;
8 };
9
10 layout(set=1) uniform sampler2D normal_map;
11
12 layout(constant_id=auto) const bool use_instancing = false;
13 layout(constant_id=auto) const bool use_normal_map = false;
14 layout(constant_id=auto) const bool use_alpha_cutoff = false;
15
16 #pragma MSP stage(vertex)
17 virtual vec4 get_vertex_position()
18 {
19         return vertex;
20 }
21
22 virtual vec3 get_vertex_normal()
23 {
24         return normal;
25 }
26
27 virtual mat4 get_vertex_transform()
28 {
29         if(use_instancing)
30                 return transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0)));
31         else
32                 return world_obj_matrix;
33 }
34
35 virtual mat3 get_normal_transform()
36 {
37         if(use_instancing)
38                 return transpose(mat3(instance_transform[0].xyz, instance_transform[1].xyz, instance_transform[2].xyz));
39         else
40                 return world_obj_normal_matrix;
41 }
42
43 void standard_transform()
44 {
45         mat4 vertex_tf = get_vertex_transform();
46         mat3 normal_tf = get_normal_transform();
47
48         out vec4 world_vertex = vertex_tf*get_vertex_position();
49         vec4 eye_vertex = eye_world_matrix*world_vertex;
50         gl_Position = clip_eye_matrix*eye_vertex;
51
52         out vec3 world_normal = normalize(normal_tf*get_vertex_normal());
53         if(use_normal_map)
54         {
55                 vec3 world_tangent = normalize(normal_tf*tangent);
56                 vec3 world_binormal = normalize(cross(world_normal, world_tangent));
57                 out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);
58         }
59
60         vec3 eye_pos = world_eye_matrix[3].xyz;
61         out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
62
63         out float fog_coord = eye_vertex.z;
64 }
65
66 virtual void custom_transform()
67 {
68 }
69
70 void main()
71 {
72         standard_transform();
73         custom_transform();
74         passthrough;
75 }
76
77 #pragma MSP stage(fragment)
78 layout(location=0) out vec4 frag_color;
79
80 virtual vec3 get_fragment_normal()
81 {
82         vec3 normal;
83         float sgn = (gl_FrontFacing ? 1.0 : -1.0);
84         if(use_normal_map)
85                 return sgn*normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0));
86         else
87                 return sgn*normalize(world_normal);
88 }
89
90 float apply_alpha_cutoff(float alpha, AlphaCutoffParams params)
91 {
92         if(use_alpha_cutoff)
93         {
94                 if(alpha<params.cutoff)
95                         discard;
96                 float limit = min(params.cutoff+params.feather*fwidth(alpha), 1.0);
97                 return smoothstep(params.cutoff, limit, alpha);
98         }
99         else
100                 return alpha;
101 }
102
103 vec3 apply_fog(vec3 color)
104 {
105         float fog_value = exp(fog_coord*fog_density);
106         return mix(fog_color.rgb, color, fog_value);
107 }