+import msp_interface;
+import common;
+import cooktorrance;
+
+struct PbrMaterialParameters
+{
+ vec4 base_color;
+ vec4 tint;
+ vec4 emission;
+ float metalness;
+ float roughness;
+};
+
+layout(set=1) uniform PbrMaterial
+{
+ PbrMaterialParameters pbr_material;
+ AlphaCutoffParams alpha_cutoff;
+};
+
+layout(set=1) uniform sampler2D base_color_map;
+layout(set=1) uniform sampler2D metalness_map;
+layout(set=1) uniform sampler2D roughness_map;
+layout(set=1) uniform sampler2D occlusion_map;
+layout(set=1) uniform sampler2D emission_map;
+
+layout(constant_id=auto) const bool use_base_color_map = false;
+layout(constant_id=auto) const bool use_metalness_map = false;
+layout(constant_id=auto) const bool use_roughness_map = false;
+layout(constant_id=auto) const bool use_occlusion_map = false;
+layout(constant_id=auto) const bool use_emission = false;
+layout(constant_id=auto) const bool use_emission_map = false;
+
+#pragma MSP stage(fragment)
+virtual vec4 get_base_color()
+{
+ if(use_base_color_map)
+ return texture(base_color_map, texcoord.xy)*pbr_material.tint;
+ else
+ return pbr_material.base_color*pbr_material.tint;
+}
+
+virtual float get_metalness_value()
+{
+ if(use_metalness_map)
+ return texture(metalness_map, texcoord.xy).r;
+ else
+ return pbr_material.metalness;
+}
+
+virtual float get_roughness_value()
+{
+ if(use_roughness_map)
+ return texture(roughness_map, texcoord.xy).r;
+ else
+ return pbr_material.roughness;
+}
+
+virtual float get_occlusion_value()
+{
+ if(use_occlusion_map)
+ return texture(occlusion_map, texcoord.xy).r;
+ else
+ return 1.0;
+}
+
+virtual vec3 get_emission_color()
+{
+ if(use_emission_map)
+ return texture(emission_map, texcoord.xy).rgb;
+ else
+ return pbr_material.emission.rgb;
+}
+
+void main()
+{
+ vec4 base_color = get_base_color();
+ float alpha = apply_alpha_cutoff(base_color.a, alpha_cutoff);
+
+ vec3 normal = get_fragment_normal();
+ vec3 look = normalize(world_look_dir);
+
+ float metalness = get_metalness_value();
+ float roughness = get_roughness_value();
+ float occlusion = get_occlusion_value();
+
+ vec3 lit_color = cooktorrance_lighting(normal, look, base_color.rgb, metalness, roughness, occlusion);
+ if(use_emission)
+ lit_color += get_emission_color();
+
+ frag_color = vec4(lit_color, alpha);
+}