import msp_interface; import shadow; uniform EnvMap { mat3 env_eye_matrix; }; uniform sampler2D normal_map; uniform samplerCube environment_map; layout(constant_id=auto) const bool use_normal_map = false; #pragma MSP stage(vertex) virtual vec4 get_vertex_position() { return vertex; } virtual vec3 get_vertex_normal() { return normal; } virtual mat4 get_vertex_transform() { return eye_obj_matrix; } virtual mat3 get_normal_transform() { return eye_obj_normal_matrix; } void standard_transform() { mat4 vertex_tf = get_vertex_transform(); mat3 normal_tf = get_normal_transform(); out vec4 eye_vertex = vertex_tf*get_vertex_position(); gl_Position = projection_matrix*eye_vertex; out vec3 eye_normal = normal_tf*get_vertex_normal(); vec3 eye_tangent = normal_tf*tangent; vec3 eye_binormal = cross(eye_normal, eye_tangent); out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal); out vec3 eye_look_dir = normalize(eye_vertex.xyz); out vec3 tbn_look_dir = eye_look_dir*eye_tbn_matrix; out vec3 eye_light_dir = normalize(light_sources[0].position.xyz-eye_vertex.xyz*light_sources[0].position.w); out vec3 tbn_light_dir = eye_light_dir*eye_tbn_matrix; out vec3 eye_halfway_dir = normalize(eye_light_dir-eye_look_dir); out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix; out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix; out float fog_coord = eye_vertex.z; if(use_clipping) { for(int i=0; i