.link = shader_vblend_link,
.vs =
{
-.orig_file = "../shaders/standard.vs",
+.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
-"layout (location=2) in vec4 a_colour;\n"
-"layout (location=3) in vec2 a_uv;\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 2 0 \n"
"\n"
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
"\n"
"void main()\n"
"{\n"
-" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
+" gl_Position = uPv * vec4( world_pos, 1.0 );\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
" aCo = a_co;\n"
+" aWorldCo = world_pos;\n"
"}\n"
""},
.fs =
{
-.orig_file = "../shaders/vblend.fs",
+.orig_file = "../../shaders/vblend.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
-"uniform vec4 uPlane;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
"layout (std140) uniform ub_world_lighting\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
-" vec3 sample_pos = aCo + vdir;\n"
+" vec3 sample_pos = aWorldCo + vdir;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
"\n"
" // ws modulation\n"
-" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\n"
+" vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n"
" \n"
" // Creating normal patches\n"
" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
" }\n"
"\n"
" // Lighting\n"
-" vec3 halfview = uCamera - aCo;\n"
+" vec3 halfview = uCamera - aWorldCo;\n"
" float fdist = length( halfview );\n"
" halfview /= fdist;\n"
"\n"
static GLuint _uniform_vblend_uTexGarbage;
static GLuint _uniform_vblend_uTexGradients;
static GLuint _uniform_vblend_uCamera;
-static GLuint _uniform_vblend_uPlane;
static GLuint _uniform_vblend_g_world_depth;
static void shader_vblend_uPv(m4x4f m){
glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
static void shader_vblend_uCamera(v3f v){
glUniform3fv( _uniform_vblend_uCamera, 1, v );
}
-static void shader_vblend_uPlane(v4f v){
- glUniform4fv( _uniform_vblend_uPlane, 1, v );
-}
static void shader_vblend_g_world_depth(int i){
glUniform1i( _uniform_vblend_g_world_depth, i );
}
_uniform_vblend_uTexGarbage = glGetUniformLocation( _shader_vblend.id, "uTexGarbage" );
_uniform_vblend_uTexGradients = glGetUniformLocation( _shader_vblend.id, "uTexGradients" );
_uniform_vblend_uCamera = glGetUniformLocation( _shader_vblend.id, "uCamera" );
- _uniform_vblend_uPlane = glGetUniformLocation( _shader_vblend.id, "uPlane" );
_uniform_vblend_g_world_depth = glGetUniformLocation( _shader_vblend.id, "g_world_depth" );
}
#endif /* SHADER_vblend_H */