X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=557d4d76a17cff24ef538946d8d95e531d5c099d;hp=bac82fc131150bf0895db30d975c71cb398ae56d;hb=88c401224220010cb71426fafc5173661c4d48a3;hpb=0cea0aae93068b66490797ff0884db74f063542a diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index bac82fc1..557d4d76 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,58 +1,62 @@ import msp_interface; import shadow; +uniform EnvMap +{ + mat3 env_world_matrix; +}; + +uniform sampler2D normal_map; +uniform samplerCube environment_map; +uniform samplerCube irradiance_map; + layout(constant_id=auto) const bool use_normal_map = false; #pragma MSP stage(vertex) -vec4 get_vertex_position() +virtual vec4 get_vertex_position() { return vertex; } -vec3 get_vertex_normal() +virtual vec3 get_vertex_normal() { return normal; } -vec4 transform_position(vec4 pos) +virtual mat4 get_vertex_transform() { - return eye_obj_matrix*pos; + return world_obj_matrix; } -vec3 transform_normal(vec3 nor) +virtual mat3 get_normal_transform() { - return eye_obj_normal_matrix*nor; + return world_obj_normal_matrix; } void standard_transform() { - out vec4 eye_vertex = transform_position(get_vertex_position()); - gl_Position = projection_matrix*eye_vertex; - - out vec3 eye_normal = transform_normal(get_vertex_normal()); - vec3 eye_tangent = transform_normal(tangent); - vec3 eye_binormal = transform_normal(binormal); - out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal); + mat4 vertex_tf = get_vertex_transform(); + mat3 normal_tf = get_normal_transform(); - out vec3 eye_look_dir = normalize(eye_vertex.xyz); - out vec3 tbn_look_dir = eye_look_dir*eye_tbn_matrix; + out 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_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_normal = normalize(normal_tf*get_vertex_normal()); + if(use_normal_map) + { + vec3 world_tangent = normalize(normal_tf*tangent); + vec3 world_binormal = normalize(cross(world_normal, world_tangent)); + out mat3 world_tbn_matrix = mat3(world_tangent, world_binormal, world_normal); + } - out vec3 eye_halfway_dir = normalize(eye_light_dir-eye_look_dir); - out vec3 tbn_halfway_dir = eye_halfway_dir*eye_tbn_matrix; + vec3 eye_pos = world_eye_matrix[3].xyz; + out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); - out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix; out float fog_coord = eye_vertex.z; - - for(int i=0; i