]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/phong.glsl
Add support for alpha to coverage
[libs/gl.git] / shaderlib / phong.glsl
index 080c904895668f1e985a893ef959fb467ee0a91d..5334455cd240cf1cba32084852ad33b3a673f1f2 100644 (file)
@@ -11,16 +11,17 @@ struct BasicMaterialParameters
        float reflectivity;
 };
 
-uniform BasicMaterial
+layout(set=1) uniform BasicMaterial
 {
        BasicMaterialParameters basic_material;
+       AlphaCutoffParameters 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;
@@ -112,14 +113,16 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s
 
 void main()
 {
+       vec4 surface_diffuse = get_diffuse_color();
+       float alpha = apply_alpha_cutoff(surface_diffuse.a, alpha_cutoff);
+
        vec3 normal = get_fragment_normal();
        vec3 look = normalize(world_look_dir);
 
-       vec4 surface_diffuse = get_diffuse_color();
        vec3 surface_specular = get_specular_color();
        float shininess = get_shininess_value();
 
        vec3 lit_color = phong_lighting(normal, look, surface_diffuse.rgb, surface_specular, shininess);
 
-       frag_color = vec4(lit_color, surface_diffuse.a);
+       frag_color = vec4(lit_color, alpha);
 }