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update model format
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
gpos.h
diff --git
a/shaders/gpos.h
b/shaders/gpos.h
index 4e44e353b43e52b305839efbcf633505e161a64a..1cb364e0f324bca58941f1af8bf24bdb20868ce0 100644
(file)
--- a/
shaders/gpos.h
+++ b/
shaders/gpos.h
@@
-7,12
+7,14
@@
static struct vg_shader _shader_gpos = {
.link = shader_gpos_link,
.vs =
{
.link = shader_gpos_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"
.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"
"\n"
"#line 2 0 \n"
"\n"
@@
-23,19
+25,22
@@
static struct vg_shader _shader_gpos = {
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
"\n"
"void main()\n"
"{\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"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
" aCo = a_co;\n"
+" aWorldCo = world_pos;\n"
"}\n"
""},
.fs =
{
"}\n"
""},
.fs =
{
-.orig_file = "../shaders/gpos.fs",
+.orig_file = "../
../
shaders/gpos.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
.static_src =
"out vec4 FragColor;\n"
"\n"
@@
-45,6
+50,7
@@
static struct vg_shader _shader_gpos = {
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\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"
"#line 1 1 \n"
"layout (std140) uniform ub_world_lighting\n"
@@
-99,7
+105,7
@@
static struct vg_shader _shader_gpos = {
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
-" vec3 sample_pos = aCo + vdir;\n"
+" vec3 sample_pos = a
World
Co + vdir;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
@@
-144,7
+150,7
@@
static struct vg_shader _shader_gpos = {
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 1
1
0 \n"
+"#line 1
2
0 \n"
"\n"
"// Water blending\n"
"// ==============\n"
"\n"
"// Water blending\n"
"// ==============\n"