X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;h=8bc652fcd0a509cf9076cfe761c498c75d99e86a;hp=eb191e45dc7f6e03ce31473b81eba73449241c40;hb=86721a55699193e63c76e8a0a7b0ced0416c1cce;hpb=713ff9619daa858ffbd428f7699cd57598563dbd diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index eb191e45..8bc652fc 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,37 +1,48 @@ import msp_interface; import shadow; +uniform EnvMap +{ + mat3 env_eye_matrix; +}; + +uniform sampler2D normal_map; +uniform samplerCube environment_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 eye_obj_matrix; } -vec3 transform_normal(vec3 nor) +virtual mat3 get_normal_transform() { - return eye_obj_normal_matrix*nor; + return eye_obj_normal_matrix; } void standard_transform() { - out vec4 eye_vertex = transform_position(get_vertex_position()); + mat4 vertex_tf = get_vertex_transform(); + mat3 normal_tf = get_normal_transform(); + + out vec4 eye_vertex = vertex_tf*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 vec3 eye_normal = normal_tf*get_vertex_normal(); + vec3 eye_tangent = normal_tf*tangent; + vec3 eye_binormal = cross(eye_normal, eye_tangent); out mat3 eye_tbn_matrix = mat3(eye_tangent, eye_binormal, eye_normal); out vec3 eye_look_dir = normalize(eye_vertex.xyz); @@ -46,13 +57,16 @@ void standard_transform() out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix; out float fog_coord = eye_vertex.z; - for(int i=0; i