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); }