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shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
gpos.h
diff --git
a/shaders/gpos.h
b/shaders/gpos.h
index 1cb364e0f324bca58941f1af8bf24bdb20868ce0..8549ec43384a2d0f2a3acc582014322cae69f03c 100644
(file)
--- a/
shaders/gpos.h
+++ b/
shaders/gpos.h
@@
-7,7
+7,6
@@
static struct vg_shader _shader_gpos = {
.link = shader_gpos_link,
.vs =
{
.link = shader_gpos_link,
.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"
@@
-18,8
+17,8
@@
static struct vg_shader _shader_gpos = {
"\n"
"#line 2 0 \n"
"\n"
"\n"
"#line 2 0 \n"
"\n"
-"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
@@
-40,7
+39,6
@@
static struct vg_shader _shader_gpos = {
""},
.fs =
{
""},
.fs =
{
-.orig_file = "../../shaders/gpos.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
.static_src =
"out vec4 FragColor;\n"
"\n"
@@
-64,6
+62,7
@@
static struct vg_shader _shader_gpos = {
" float g_water_fog;\n"
" int g_light_count;\n"
" int g_light_preview;\n"
" float g_water_fog;\n"
" int g_light_count;\n"
" int g_light_preview;\n"
+" int g_shadow_samples;\n"
"};\n"
"\n"
"uniform sampler2D g_world_depth;\n"
"};\n"
"\n"
"uniform sampler2D g_world_depth;\n"
@@
-128,6
+127,11
@@
static struct vg_shader _shader_gpos = {
"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return vfrag;\n"
+" }\n"
+"\n"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
@@
-174,29
+178,29
@@
static struct vg_shader _shader_gpos = {
""},
};
""},
};
-static GLuint _uniform_gpos_uPv;
static GLuint _uniform_gpos_uMdl;
static GLuint _uniform_gpos_uMdl;
+static GLuint _uniform_gpos_uPv;
static GLuint _uniform_gpos_uCamera;
static GLuint _uniform_gpos_g_world_depth;
static GLuint _uniform_gpos_uCamera;
static GLuint _uniform_gpos_g_world_depth;
-static void shader_gpos_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m );
-}
static void shader_gpos_uMdl(m4x3f m){
static void shader_gpos_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_gpos_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_gpos_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_gpos_uPv,1,GL_FALSE,(float*)m);
}
static void shader_gpos_uCamera(v3f v){
}
static void shader_gpos_uCamera(v3f v){
- glUniform3fv(
_uniform_gpos_uCamera, 1, v
);
+ glUniform3fv(
_uniform_gpos_uCamera,1,v
);
}
static void shader_gpos_g_world_depth(int i){
}
static void shader_gpos_g_world_depth(int i){
- glUniform1i(
_uniform_gpos_g_world_depth, i
);
+ glUniform1i(
_uniform_gpos_g_world_depth,i
);
}
static void shader_gpos_register(void){
vg_shader_register( &_shader_gpos );
}
static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); }
static void shader_gpos_link(void){
}
static void shader_gpos_register(void){
vg_shader_register( &_shader_gpos );
}
static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); }
static void shader_gpos_link(void){
- _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
_uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" );
_uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" );
+ _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
_uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
_uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
}
_uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
_uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
}