3 static void shader_sky_link(void);
4 static void shader_sky_register(void);
5 static struct vg_shader _shader_sky
= {
7 .link
= shader_sky_link
,
10 .orig_file
= "../../shaders/standard.vs",
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
22 "uniform mat4x3 uMdl;\n"
28 "out vec3 aWorldCo;\n"
32 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
33 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
34 " aColour = a_colour;\n"
36 " aNorm = mat3(uMdl) * a_norm;\n"
38 " aWorldCo = world_pos;\n"
43 .orig_file
= "../../shaders/sky.fs",
45 "out vec4 FragColor;\n"
47 "uniform vec4 uColour;\n"
48 "uniform sampler2D uTexGarbage;\n"
49 "uniform float uTime;\n"
58 " float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
59 " float fblend = pow(fintensity,4.0);\n"
60 " vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
61 " vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
62 " vec3 diffuse = mix( skycolour, horizon, fblend );\n"
64 " float fmove = uTime * 0.004;\n"
65 " vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
66 " vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
67 " vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
69 " float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
70 " float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n"
72 " vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
73 " float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
75 " vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
76 " FragColor = vec4(pow(skycomp, vec3(1.5)),1.0);\n"
81 static GLuint _uniform_sky_uPv
;
82 static GLuint _uniform_sky_uMdl
;
83 static GLuint _uniform_sky_uColour
;
84 static GLuint _uniform_sky_uTexGarbage
;
85 static GLuint _uniform_sky_uTime
;
86 static void shader_sky_uPv(m4x4f m
){
87 glUniformMatrix4fv( _uniform_sky_uPv
, 1, GL_FALSE
, (float *)m
);
89 static void shader_sky_uMdl(m4x3f m
){
90 glUniformMatrix4x3fv( _uniform_sky_uMdl
, 1, GL_FALSE
, (float *)m
);
92 static void shader_sky_uColour(v4f v
){
93 glUniform4fv( _uniform_sky_uColour
, 1, v
);
95 static void shader_sky_uTexGarbage(int i
){
96 glUniform1i( _uniform_sky_uTexGarbage
, i
);
98 static void shader_sky_uTime(float f
){
99 glUniform1f( _uniform_sky_uTime
, f
);
101 static void shader_sky_register(void){
102 vg_shader_register( &_shader_sky
);
104 static void shader_sky_use(void){ glUseProgram(_shader_sky
.id
); }
105 static void shader_sky_link(void){
106 _uniform_sky_uPv
= glGetUniformLocation( _shader_sky
.id
, "uPv" );
107 _uniform_sky_uMdl
= glGetUniformLocation( _shader_sky
.id
, "uMdl" );
108 _uniform_sky_uColour
= glGetUniformLocation( _shader_sky
.id
, "uColour" );
109 _uniform_sky_uTexGarbage
= glGetUniformLocation( _shader_sky
.id
, "uTexGarbage" );
110 _uniform_sky_uTime
= glGetUniformLocation( _shader_sky
.id
, "uTime" );
112 #endif /* SHADER_sky_H */