X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=shaderlib%2Fcommon.glsl;fp=shaderlib%2Fcommon.glsl;h=300726dc541c0f7d4cfcdfdcdba9094f4662f242;hp=6bac9c3720e478fe3beb5a186da3b53800e902f2;hb=857c2db0fb3112b750b618625649d12e13d9ae1a;hpb=03937c4f58465cb0fe7492feb17f19e81eee6abb diff --git a/shaderlib/common.glsl b/shaderlib/common.glsl index 6bac9c37..300726dc 100644 --- a/shaderlib/common.glsl +++ b/shaderlib/common.glsl @@ -1,14 +1,7 @@ import msp_interface; import shadow; -layout(set=0) uniform EnvMap -{ - mat3 env_world_matrix; -}; - layout(set=1) uniform sampler2D normal_map; -layout(set=0) uniform samplerCube environment_map; -layout(set=0) uniform samplerCube irradiance_map; layout(constant_id=auto) const bool use_instancing = false; layout(constant_id=auto) const bool use_normal_map = false; @@ -102,23 +95,6 @@ virtual IncomingLight get_incoming_light(int index, vec3 world_pos) return IncomingLight(rel_pos/d, light_sources[index].color*attenuation); } -virtual vec3 get_environment_sample(vec3 direction, float roughness) -{ - float lod = (2-roughness)*roughness*(textureQueryLevels(environment_map)-1); - return textureLod(environment_map, env_world_matrix*direction, lod).rgb; -} - -virtual vec3 get_reflection(vec3 normal, vec3 look) -{ - vec3 reflect_dir = reflect(look, normal); - return get_environment_sample(reflect_dir, 0.0); -} - -virtual vec3 get_irradiance_sample(vec3 normal) -{ - return texture(irradiance_map, env_world_matrix*normal).rgb; -} - vec3 apply_fog(vec3 color) { float fog_value = exp(fog_coord*fog_density);