"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
"layout (location=2) in vec2 a_uv;\n"
-"layout (location=3) in vec4 a_colour;\n"
-"layout (location=4) in vec4 a_weights;\n"
-"layout (location=5) in ivec4 a_groups;\n"
"\n"
"#line 1 1 \n"
"const float k_motion_lerp_amount = 0.01;\n"
" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
"}\n"
"\n"
-"#line 9 0 \n"
+"#line 6 0 \n"
"\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
-"uniform vec3 uOffset;\n"
+"uniform vec4 uOffset;\n"
"\n"
-"out vec4 aColour;\n"
"out vec2 aUv;\n"
-"out vec3 aNorm;\n"
+"out vec4 aNorm;\n"
"out vec3 aCo;\n"
"out vec3 aWorldCo;\n"
"\n"
"void main()\n"
"{\n"
-" vec3 co = a_co+uOffset;\n"
+" vec3 co = a_co*uOffset.w+uOffset.xyz;\n"
" vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
" vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
" vs_motion_out( vproj0, vproj1 );\n"
"\n"
" gl_Position = vproj0;\n"
-" aWorldCo = world_pos0;\n"
-" aColour = a_colour;\n"
+"\n"
" aUv = a_uv;\n"
-" aNorm = mat3(uMdl) * a_norm;\n"
-" aCo = a_co;\n"
+" aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
+" aCo = co;\n"
+" aWorldCo = world_pos0;\n"
"}\n"
""},
.fs =
{
.orig_file = "shaders/model_font.fs",
.static_src =
-"out vec4 FragColor;\n"
+"layout (location = 0) out vec4 oColour;\n"
"\n"
"uniform sampler2D uTexMain;\n"
"uniform vec4 uColour;\n"
"\n"
-"in vec4 aColour;\n"
"in vec2 aUv;\n"
-"in vec3 aNorm;\n"
+"in vec4 aNorm;\n"
"in vec3 aCo;\n"
"\n"
"#line 1 1 \n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 12 0 \n"
+"#line 11 0 \n"
"\n"
"void main()\n"
"{\n"
" compute_motion_vectors();\n"
-" vec4 diffuse = texture( uTexMain, aUv );\n"
-" FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
+" oColour = texture( uTexMain, aUv ) * uColour;\n"
"}\n"
""},
};
static void shader_model_font_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_model_font_uPvmPrev,1,GL_FALSE,(float*)m);
}
-static void shader_model_font_uOffset(v3f v){
- glUniform3fv(_uniform_model_font_uOffset,1,v);
+static void shader_model_font_uOffset(v4f v){
+ glUniform4fv(_uniform_model_font_uOffset,1,v);
}
static void shader_model_font_uTexMain(int i){
glUniform1i(_uniform_model_font_uTexMain,i);