]> git.tdb.fi Git - libs/gl.git/blobdiff - shaderlib/phong.glsl
Add support for alpha to coverage
[libs/gl.git] / shaderlib / phong.glsl
index ed091ce9a9374d0646ca900b9ca6210fd4be9dfb..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;
@@ -30,8 +31,6 @@ 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;
 
 #pragma MSP stage(fragment)
 virtual vec4 get_diffuse_color()
@@ -99,7 +98,7 @@ vec3 phong_lighting(vec3 normal, vec3 look, vec3 surface_diffuse, vec3 surface_s
                if(light_sources[i].type!=0)
                {
                        IncomingLight incoming = get_incoming_light(i, world_vertex.xyz);
-                       float shadow = get_shadow_factor(i);
+                       float shadow = get_shadow_factor(i, world_vertex);
                        color += phong_one_light(incoming.direction, normal, look, surface_diffuse, surface_specular, shininess)*incoming.color*shadow;
                }
 
@@ -114,14 +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);
 }