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new animations
[carveJwlIkooP6JGAAIwe30JlM.git]
/
scene.h
diff --git
a/scene.h
b/scene.h
index bf61fba9eabe99ba1802e618f9ae55cd464107c6..63ae145453d9521cb8a5d44827233322f67dc2da 100644
(file)
--- a/
scene.h
+++ b/
scene.h
@@
-121,7
+121,7
@@
SHADER_DEFINE( shader_debug_vcol,
/*Include*/ VERTEX_STANDARD_ATTRIBUTES
"uniform mat4 uPv;"
/*Include*/ VERTEX_STANDARD_ATTRIBUTES
"uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat4
x3
uMdl;"
"uniform float uTime;"
"uniform float uSwayAmt;"
""
"uniform float uTime;"
"uniform float uSwayAmt;"
""
@@
-144,7
+144,7
@@
SHADER_DEFINE( shader_debug_vcol,
"void main()"
"{"
"vec3 swaypos = compute_sway( a_co );"
"void main()"
"{"
"vec3 swaypos = compute_sway( a_co );"
- "gl_Position = uPv *
uMdl * vec4( swaypos
, 1.0 );"
+ "gl_Position = uPv *
vec4(uMdl * vec4(swaypos,1.0)
, 1.0 );"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = normalize(mat3(uMdl) * a_norm);"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = normalize(mat3(uMdl) * a_norm);"
@@
-241,7
+241,7
@@
SHADER_DEFINE( shader_standard_lit,
/*Include*/ VERTEX_STANDARD_ATTRIBUTES
"uniform mat4 uPv;"
/*Include*/ VERTEX_STANDARD_ATTRIBUTES
"uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat4
x3
uMdl;"
""
"out vec4 aColour;"
"out vec2 aUv;"
""
"out vec4 aColour;"
"out vec2 aUv;"
@@
-250,7
+250,7
@@
SHADER_DEFINE( shader_standard_lit,
""
"void main()"
"{"
""
"void main()"
"{"
- "gl_Position = uPv *
uMdl * vec4( a_co
, 1.0 );"
+ "gl_Position = uPv *
vec4( uMdl * vec4(a_co,1.0)
, 1.0 );"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = mat3(uMdl) * a_norm;"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = mat3(uMdl) * a_norm;"
@@
-289,7
+289,7
@@
SHADER_DEFINE( shader_unlit,
/*Include*/ VERTEX_STANDARD_ATTRIBUTES
"uniform mat4 uPv;"
/*Include*/ VERTEX_STANDARD_ATTRIBUTES
"uniform mat4 uPv;"
- "uniform mat4 uMdl;"
+ "uniform mat4
x3
uMdl;"
""
"out vec4 aColour;"
"out vec2 aUv;"
""
"out vec4 aColour;"
"out vec2 aUv;"
@@
-298,7
+298,7
@@
SHADER_DEFINE( shader_unlit,
""
"void main()"
"{"
""
"void main()"
"{"
- "gl_Position = uPv *
uMdl * vec4( a_co, 1.0
);"
+ "gl_Position = uPv *
vec4(uMdl * vec4(a_co,1.0), 1.0
);"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = mat3(uMdl) * a_norm;"
"aColour = a_colour;"
"aUv = a_uv;"
"aNorm = mat3(uMdl) * a_norm;"
@@
-318,7
+318,7
@@
SHADER_DEFINE( shader_unlit,
"void main()"
"{"
"vec3 diffuse = texture( uTexMain, aUv ).rgb;"
"void main()"
"{"
"vec3 diffuse = texture( uTexMain, aUv ).rgb;"
- "FragColor = vec4(pow(diffuse,vec3(1.0
/2.2
)),1.0);"
+ "FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);"
"}"
,
UNIFORMS({ "uTexMain", "uPv", "uMdl" })
"}"
,
UNIFORMS({ "uTexMain", "uPv", "uMdl" })