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 vec4 a_colour;\n"
15 "layout (location=3) in vec2 a_uv;\n"
20 "uniform mat4x3 uMdl;\n"
29 " gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
30 " aColour = a_colour;\n"
32 " aNorm = mat3(uMdl) * a_norm;\n"
38 .orig_file
= "../shaders/sky.fs",
40 "out vec4 FragColor;\n"
42 "uniform vec4 uColour;\n"
51 " float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
52 " float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;\n"
53 " float fblend = pow(fintensity,6.0) * angle;\n"
54 " vec3 horizon = vec3(0.9,0.9,0.8);\n"
55 " vec3 skycolour = vec3(0.4,0.5,0.8);\n"
56 " vec3 diffuse = mix( skycolour, horizon, fblend );\n"
58 " FragColor = vec4(diffuse,1.0);\n"
63 static GLuint _uniform_sky_uPv
;
64 static GLuint _uniform_sky_uMdl
;
65 static GLuint _uniform_sky_uColour
;
66 static void shader_sky_uPv(m4x4f m
){
67 glUniformMatrix4fv( _uniform_sky_uPv
, 1, GL_FALSE
, (float *)m
);
69 static void shader_sky_uMdl(m4x3f m
){
70 glUniformMatrix4x3fv( _uniform_sky_uMdl
, 1, GL_FALSE
, (float *)m
);
72 static void shader_sky_uColour(v4f v
){
73 glUniform4fv( _uniform_sky_uColour
, 1, v
);
75 static void shader_sky_register(void){
76 vg_shader_register( &_shader_sky
);
78 static void shader_sky_use(void){ glUseProgram(_shader_sky
.id
); }
79 static void shader_sky_link(void){
80 _uniform_sky_uPv
= glGetUniformLocation( _shader_sky
.id
, "uPv" );
81 _uniform_sky_uMdl
= glGetUniformLocation( _shader_sky
.id
, "uMdl" );
82 _uniform_sky_uColour
= glGetUniformLocation( _shader_sky
.id
, "uColour" );
84 #endif /* SHADER_sky_H */