LightSourceParameters light_sources[1];
vec4 ambient_color;
vec4 sky_color;
- vec3 eye_sky_dir;
+ vec3 eye_zenith_dir;
float horizon_limit;
vec4 fog_color;
float fog_density;
mat4 shd_eye_matrix;
};
-const bool use_reflection = false;
const bool use_environment_map = false;
uniform samplerCube environment;
uniform EnvMap
};
////// vertex
-in vec4 vertex;
-in vec4 texcoord;
-in vec4 color;
-in vec3 normal;
-in vec3 tangent;
-in vec3 binormal;
+layout(location=0) in vec4 vertex;
+layout(location=8) in vec4 texcoord;
+layout(location=3) in vec4 color;
+layout(location=2) in vec3 normal;
+layout(location=4) in vec3 tangent;
+layout(location=5) in vec3 binormal;
vec4 get_vertex_position()
{
ldir = ldir*eye_tbn_matrix;
out vec3 light_dir = ldir;
- out vec3 tbn_sky_dir = eye_sky_dir*eye_tbn_matrix;
+ out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix;
out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz;
out float fog_coord = eye_vertex.z;
}
////// fragment
-out vec4 frag_color;
+layout(location=0) out vec4 frag_color;
vec4 get_diffuse_sample()
{
return texture(normal_map, texcoord.xy).xyz*2.0-1.0;
}
+vec4 get_environment_sample(vec3 direction)
+{
+ return texture(environment, direction);
+}
+
vec3 normal;
vec4 diffuse_sample;
vec3 ambient_light = ambient_color.rgb;
if(use_sky)
{
- vec3 sky_dir;
+ vec3 zenith_dir;
if(use_normal_map)
- sky_dir = tbn_sky_dir;
+ zenith_dir = tbn_zenith_dir;
else
- sky_dir = eye_sky_dir;
- float skylight_intensity = dot(normal, sky_dir)*0.5+0.5;
+ zenith_dir = eye_zenith_dir;
+ float skylight_intensity = dot(normal, zenith_dir)*0.5+0.5;
ambient_light += skylight_intensity*sky_color.rgb;
}
vec3 reflect_dir = reflect(incident_dir, normal);
if(use_normal_map)
reflect_dir = eye_tbn_matrix*reflect_dir;
- vec3 result = vec3(0.0);
-
- if(use_environment_map)
- result += texture(environment, env_eye_matrix*reflect_dir).rgb*reflectivity;
- if(use_sky && use_specular)
- {
- float reflect_altitude = clamp(dot(reflect_dir, eye_sky_dir)-horizon_limit, -1.0, 0.0);
- float sky_specular_intensity = pow((1.0-reflect_altitude*reflect_altitude), material.shininess/2.0);
- result += sky_specular_intensity*sky_color.rgb;
- }
-
- return result;
+ return get_environment_sample(env_eye_matrix*reflect_dir).rgb;
}
vec4 singlepass_color()
else
final_color = singlepass_color();
- if(use_reflection)
+ if(use_environment_map)
final_color += vec4(singlepass_reflection(), 0.0);
if(use_fog)
{