import msp_interface; import shadow; uniform EnvMap { mat3 env_world_matrix; }; uniform sampler2D normal_map; uniform samplerCube environment_map; uniform samplerCube irradiance_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 world_obj_matrix; } virtual mat3 get_normal_transform() { return world_obj_normal_matrix; } void standard_transform() { mat4 vertex_tf = get_vertex_transform(); mat3 normal_tf = get_normal_transform(); vec4 world_vertex = vertex_tf*get_vertex_position(); vec4 eye_vertex = eye_world_matrix*world_vertex; gl_Position = clip_eye_matrix*eye_vertex; out vec3 world_normal = normal_tf*get_vertex_normal(); vec3 world_tangent = normal_tf*tangent; vec3 world_binormal = cross(world_normal, world_tangent); out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz; out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); out vec3 world_light_dir = light_sources[0].position.xyz-world_vertex.xyz*light_sources[0].position.w; out vec3 world_halfway_dir = normalize(world_light_dir-world_look_dir); out float fog_coord = eye_vertex.z; if(use_clipping) { for(int i=0; i