import msp_interface;
import shadow;
+struct AlphaCutoffParams
+{
+ float cutoff;
+ float feather;
+};
+
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()
}
#pragma MSP stage(fragment)
-struct IncomingLight
-{
- vec3 direction;
- vec3 color;
-};
-
layout(location=0) out vec4 frag_color;
virtual vec3 get_fragment_normal()
return sgn*normalize(world_normal);
}
-virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
+float apply_alpha_cutoff(float alpha, AlphaCutoffParams params)
{
- vec4 light_pos = light_sources[index].position;
- vec3 rel_pos = light_pos.xyz-world_pos*light_pos.w;
- float d = length(rel_pos);
- float attenuation = 1.0/dot(vec3(1.0, d, d*d), light_sources[index].attenuation);
- return IncomingLight(rel_pos/d, light_sources[index].color*attenuation);
+ 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)