]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/common.glsl
Check the flat qualifier from the correct member
[libs/gl.git] / shaderlib / common.glsl
index f952c8bd6c1cb34c647d869011ea51fd61d1ff29..249cae7c67e9c65c64d6dd4ab8a9829dd0ed8ef8 100644 (file)
@@ -1,15 +1,17 @@
 import msp_interface;
 import shadow;
 
-uniform EnvMap
+struct AlphaCutoffParams
 {
-       mat3 env_eye_matrix;
+       float cutoff;
+       float feather;
 };
 
-uniform sampler2D normal_map;
-uniform samplerCube environment_map;
+layout(set=1) uniform sampler2D normal_map;
 
+layout(constant_id=auto) const bool use_instancing = false;
 layout(constant_id=auto) const bool use_normal_map = false;
+layout(constant_id=auto) const bool use_alpha_cutoff = false;
 
 #pragma MSP stage(vertex)
 virtual vec4 get_vertex_position()
@@ -22,42 +24,43 @@ virtual vec3 get_vertex_normal()
        return normal;
 }
 
-virtual vec4 transform_position(vec4 pos)
+virtual mat4 get_vertex_transform()
 {
-       return eye_obj_matrix*pos;
+       if(use_instancing)
+               return transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0)));
+       else
+               return world_obj_matrix;
 }
 
-virtual vec3 transform_normal(vec3 nor)
+virtual mat3 get_normal_transform()
 {
-       return eye_obj_normal_matrix*nor;
+       if(use_instancing)
+               return transpose(mat3(instance_transform[0].xyz, instance_transform[1].xyz, instance_transform[2].xyz));
+       else
+               return world_obj_normal_matrix;
 }
 
 void standard_transform()
 {
-       out vec4 eye_vertex = transform_position(get_vertex_position());
-       gl_Position = projection_matrix*eye_vertex;
+       mat4 vertex_tf = get_vertex_transform();
+       mat3 normal_tf = get_normal_transform();
 
-       out vec3 eye_normal = transform_normal(get_vertex_normal());
-       vec3 eye_tangent = transform_normal(tangent);
-       vec3 eye_binormal = transform_normal(binormal);
-       out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
+       out 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 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 world_normal = normalize(normal_tf*get_vertex_normal());
+       if(use_normal_map)
+       {
+               vec3 world_tangent = normalize(normal_tf*tangent);
+               vec3 world_binormal = normalize(cross(world_normal, world_tangent));
+               out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);
+       }
 
-       out vec3 eye_halfway_dir = normalize(eye_light_dir-eye_look_dir);
-       out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix;
+       vec3 eye_pos = world_eye_matrix[3].xyz;
+       out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
 
-       out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
        out float fog_coord = eye_vertex.z;
-
-       for(int i=0; i<max_clip_planes; ++i)
-               gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
-
-       shadow_transform(eye_vertex);
 }
 
 virtual void custom_transform()
@@ -72,26 +75,29 @@ void main()
 }
 
 #pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
+
 virtual vec3 get_fragment_normal()
 {
+       vec3 normal;
+       float sgn = (gl_FrontFacing ? 1.0 : -1.0);
        if(use_normal_map)
-               return normalize(texture(normal_map, texcoord.xy).xyz*2.0-1.0);
+               return sgn*normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0));
        else
-               return vec3(0.0, 0.0, 1.0);
+               return sgn*normalize(world_normal);
 }
 
-virtual vec4 get_environment_sample(vec3 direction)
+float apply_alpha_cutoff(float alpha, AlphaCutoffParams params)
 {
-       return texture(environment_map, direction);
-}
-
-virtual vec3 get_reflection(vec3 normal, vec3 look)
-{
-       vec3 reflect_dir = reflect(look, normal);
-       if(use_normal_map)
-               reflect_dir = eye_tbn_matrix*reflect_dir;
-
-       return get_environment_sample(env_eye_matrix*reflect_dir).rgb;
+       if(use_alpha_cutoff)
+       {
+               if(alpha<params.cutoff)
+                       discard;
+               float limit = min(params.cutoff+params.feather*fwidth(alpha), 1.0);
+               return smoothstep(params.cutoff, limit, alpha);
+       }
+       else
+               return alpha;
 }
 
 vec3 apply_fog(vec3 color)