]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/phong.glsl
Annotate uniforms with descriptor set layout qualifiers
[libs/gl.git] / shaderlib / phong.glsl
index 570024ab1b5aaa27f22c8796a05d2353c8349511..28e9e5007be0af9c7e706353d2a67c16ea965ab2 100644 (file)
@@ -11,16 +11,17 @@ struct BasicMaterialParameters
        float reflectivity;
 };
 
-uniform BasicMaterial
+layout(set=1) uniform BasicMaterial
 {
        BasicMaterialParameters basic_material;
+       float alpha_cutoff;
 };
 
-uniform sampler2D diffuse_map;
-uniform sampler2D specular_map;
-uniform sampler2D shininess_map;
-uniform sampler2D emission_map;
-uniform sampler2D reflectivity_map;
+layout(set=1) uniform sampler2D diffuse_map;
+layout(set=1) uniform sampler2D specular_map;
+layout(set=1) uniform sampler2D shininess_map;
+layout(set=1) uniform sampler2D emission_map;
+layout(set=1) uniform sampler2D reflectivity_map;
 
 layout(constant_id=auto) const bool use_diffuse_map = false;
 layout(constant_id=auto) const bool use_specular = false;
@@ -30,8 +31,7 @@ layout(constant_id=auto) const bool use_emission = false;
 layout(constant_id=auto) const bool use_emission_map = false;
 layout(constant_id=auto) const bool use_reflectivity = false;
 layout(constant_id=auto) const bool use_reflectivity_map = false;
-layout(constant_id=auto) const bool use_sky = false;
-layout(constant_id=auto) const bool use_fog = false;
+layout(constant_id=auto) const bool use_alpha_cutoff = false;
 
 #pragma MSP stage(fragment)
 virtual vec4 get_diffuse_color()
@@ -79,30 +79,29 @@ vec3 phong_ambient(vec3 surface_diffuse)
        return ambient_color.rgb*surface_diffuse;
 }
 
-vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 light_color, vec3 surface_diffuse, vec3 surface_specular, float shininess)
+vec3 phong_one_light(vec3 light, vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
 {
        float diffuse_intensity = max(dot(light, normal), 0.0);
-       vec3 color = light_color*surface_diffuse*diffuse_intensity;
+       vec3 color = surface_diffuse*diffuse_intensity;
        if(use_specular)
        {
                vec3 reflected = reflect(look, normal);
                float specular_intensity = pow(max(dot(reflected, light), 0.0), shininess);
-               color += light_color*surface_specular*specular_intensity;
+               color += surface_specular*specular_intensity;
        }
        return color;
 }
 
 vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_specular, float shininess)
 {
-       vec3 light;
-       if(use_normal_map)
-               light = normalize(tbn_light_dir);
-       else
-               light = normalize(eye_light_dir);
-
        vec3 color = phong_ambient(surface_diffuse);
-       float shadow = get_shadow_factor(0);
-       color += phong_one_light(light, normal, look, light_sources[0].diffuse.rgb, surface_diffuse, surface_specular, shininess)*shadow;
+       for(int i=0; i<max_lights; ++i)
+               if(light_sources[i].type!=0)
+               {
+                       IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
+                       float shadow = get_shadow_factor(i, world_vertex);
+                       color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
+               }
 
        if(use_emission)
                color += get_emission_color();
@@ -115,20 +114,13 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s
 
 void main()
 {
-       vec3 normal;
-       vec3 look;
-       if(use_normal_map)
-       {
-               normal = get_fragment_normal();
-               look = normalize(tbn_look_dir);
-       }
-       else
-       {
-               normal = normalize(eye_normal);
-               look = normalize(eye_look_dir);
-       }
-
        vec4 surface_diffuse = get_diffuse_color();
+       if(use_alpha_cutoff && surface_diffuse.a<alpha_cutoff)
+               discard;
+
+       vec3 normal = get_fragment_normal();
+       vec3 look = normalize(world_look_dir);
+
        vec3 surface_specular = get_specular_color();
        float shininess = get_shininess_value();