]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/common.glsl
Add instancing support to standard shaders and RenderMethod
[libs/gl.git] / shaderlib / common.glsl
index dde09c12cff45bca1a4a60fe95d6a37305404ef8..6bac9c3720e478fe3beb5a186da3b53800e902f2 100644 (file)
@@ -1,15 +1,16 @@
 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_instancing = false;
 layout(constant_id=auto) const bool use_normal_map = false;
 
 #pragma MSP stage(vertex)
@@ -25,12 +26,18 @@ virtual vec3 get_vertex_normal()
 
 virtual mat4 get_vertex_transform()
 {
-       return world_obj_matrix;
+       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 mat3 get_normal_transform()
 {
-       return world_obj_normal_matrix;
+       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()
@@ -42,21 +49,18 @@ void standard_transform()
        vec4 eye_vertex = eye_world_matrix*world_vertex;
        gl_Position = clip_eye_matrix*eye_vertex;
 
-       out vec3 world_normal = normal_tf*get_vertex_normal();
-       vec3 world_tangent = normal_tf*tangent;
-       vec3 world_binormal = cross(world_normal, world_tangent);
-       out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal);
+       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);
+       }
 
-       vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz;
+       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;
-
-       if(use_clipping)
-       {
-               for(int i=0; i<max_clip_planes; ++i)
-                       gl_ClipDistance[i] = dot(world_vertex, clip_planes[i].equation);
-       }
 }
 
 virtual void custom_transform()
@@ -71,18 +75,31 @@ 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(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 vec3 get_light_direction(int index)
+virtual IncomingLight get_incoming_light(int index, vec3 world_pos)
 {
        vec4 light_pos = light_sources[index].position;
-       return normalize(light_pos.xyz-world_vertex.xyz*light_pos.w);
+       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)