]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/common.glsl
Annotate uniforms with descriptor set layout qualifiers
[libs/gl.git] / shaderlib / common.glsl
index 7a57b0671eebf1a3b4850cb451785c66a52498ff..44ef150acc314c746041ba1c74e5338c287e190f 100644 (file)
@@ -1,14 +1,14 @@
 import msp_interface;
 import shadow;
 
-uniform EnvMap
+layout(set=0) uniform EnvMap
 {
        mat3 env_world_matrix;
 };
 
-uniform sampler2D normal_map;
-uniform samplerCube environment_map;
-uniform samplerCube irradiance_map;
+layout(set=1) uniform sampler2D normal_map;
+layout(set=0) uniform samplerCube environment_map;
+layout(set=0) uniform samplerCube irradiance_map;
 
 layout(constant_id=auto) const bool use_normal_map = false;
 
@@ -78,10 +78,12 @@ 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(world_tbn_matrix*(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 normalize(world_normal);
+               return sgn*normalize(world_normal);
 }
 
 virtual IncomingLight get_incoming_light(int index, vec3 world_pos)