]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/common.glsl
Move lighting calculations to world space
[libs/gl.git] / shaderlib / common.glsl
index 8bc652fcd0a509cf9076cfe761c498c75d99e86a..94237c7acfd3cec3626497c85761db24b00e9106 100644 (file)
@@ -3,7 +3,7 @@ import shadow;
 
 uniform EnvMap
 {
-       mat3 env_eye_matrix;
+       mat3 env_world_matrix;
 };
 
 uniform sampler2D normal_map;
@@ -24,12 +24,12 @@ 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 +37,31 @@ 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;
+       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 = cross(eye_normal, eye_tangent);
-       out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal);
+       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 eye_look_dir = normalize(eye_vertex.xyz);
-       out vec3 tbn_look_dir = eye_look_dir*eye_tbn_matrix;
+       vec3 eye_pos = (inverse(eye_world_matrix)*vec4(0.0, 0.0, 0.0, 1.0)).xyz;
+       out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos);
 
-       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_light_dir = light_sources[0].position.xyz-world_vertex.xyz*light_sources[0].position.w;
 
-       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 world_halfway_dir = normalize(world_light_dir-world_look_dir);
 
-       out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
        out float fog_coord = eye_vertex.z;
 
        if(use_clipping)
        {
                for(int i=0; i<max_clip_planes; ++i)
-                       gl_ClipDistance[i] = dot(eye_vertex, clip_planes[i].equation);
+                       gl_ClipDistance[i] = dot(world_vertex, clip_planes[i].equation);
        }
 
-       shadow_transform(eye_vertex);
+       shadow_transform(world_vertex);
 }
 
 virtual void custom_transform()
@@ -81,23 +79,20 @@ void main()
 virtual vec3 get_fragment_normal()
 {
        if(use_normal_map)
-               return normalize(texture(normal_map, texcoord.xy).xyz*2.0-1.0);
+               return normalize(world_tbn_matrix*(texture(normal_map, texcoord.xy).xyz*2.0-1.0));
        else
-               return vec3(0.0, 0.0, 1.0);
+               return normalize(world_normal);
 }
 
-virtual vec4 get_environment_sample(vec3 direction)
+virtual vec3 get_environment_sample(vec3 direction)
 {
-       return texture(environment_map, direction);
+       return texture(environment_map, env_world_matrix*direction).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(env_eye_matrix*reflect_dir).rgb;
+       return get_environment_sample(reflect_dir);
 }
 
 vec3 apply_fog(vec3 color)