]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/common.glsl
Flip normal if a surface faces away from the camera
[libs/gl.git] / shaderlib / common.glsl
index 54d66e602ed496d597982dce894ee62399f4f451..557d4d76a17cff24ef538946d8d95e531d5c099d 100644 (file)
@@ -3,11 +3,12 @@ import shadow;
 
 uniform EnvMap
 {
-       mat3 env_eye_matrix;
+       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;
 
@@ -24,12 +25,12 @@ virtual vec3 get_vertex_normal()
 
 virtual mat4 get_vertex_transform()
 {
-       return eye_obj_matrix;
+       return world_obj_matrix;
 }
 
 virtual mat3 get_normal_transform()
 {
-       return eye_obj_normal_matrix;
+       return world_obj_normal_matrix;
 }
 
 void standard_transform()
@@ -37,33 +38,22 @@ void standard_transform()
        mat4 vertex_tf = get_vertex_transform();
        mat3 normal_tf = get_normal_transform();
 
-       out vec4 eye_vertex = vertex_tf*get_vertex_position();
-       gl_Position = projection_matrix*eye_vertex;
+       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_normal = normal_tf*get_vertex_normal();
-       vec3 eye_tangent = normal_tf*tangent;
-       vec3 eye_binormal = normal_tf*binormal;
-       out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
-
-       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 eye_halfway_dir = normalize(eye_light_dir-eye_look_dir);
-       out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix;
-
-       out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
-       out float fog_coord = eye_vertex.z;
-
-       if(use_clipping)
+       out vec3 world_normal = normalize(normal_tf*get_vertex_normal());
+       if(use_normal_map)
        {
-               for(int i=0; i<max_clip_planes; ++i)
-                       gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+               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);
        }
 
-       shadow_transform(eye_vertex);
+       vec3 eye_pos = world_eye_matrix[3].xyz;
+       out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
+
+       out float fog_coord = eye_vertex.z;
 }
 
 virtual void custom_transform()
@@ -78,26 +68,48 @@ void main()
 }
 
 #pragma MSP stage(fragment)
+struct IncomingLight
+{
+       vec3 direction;
+       vec3 color;
+};
+
+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)
+virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
 {
-       return texture(environment_map, direction);
+       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);
+}
+
+virtual vec3 get_environment_sample(vec3 direction, float roughness)
+{
+       float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1);
+       return textureLod(environment_map, env_world_matrix*direction, lod).rgb;
 }
 
 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(reflect_dir, 0.0);
+}
 
-       return get_environment_sample(env_eye_matrix*reflect_dir).rgb;
+virtual vec3 get_irradiance_sample(vec3 normal)
+{
+       return texture(irradiance_map, env_world_matrix*normal).rgb;
 }
 
 vec3 apply_fog(vec3 color)