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shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
route.h
diff --git
a/shaders/route.h
b/shaders/route.h
index 2ecff91df16a4d3e7610787cd19187371fd8e00e..44fc21316d4845fe5c6addc404e4842d5a163924 100644
(file)
--- a/
shaders/route.h
+++ b/
shaders/route.h
@@
-7,7
+7,6
@@
static struct vg_shader _shader_route = {
.link = shader_route_link,
.vs =
{
.link = shader_route_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_route = {
"\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_route = {
""},
.fs =
{
""},
.fs =
{
-.orig_file = "../../shaders/route.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
.static_src =
"out vec4 FragColor;\n"
"\n"
@@
-67,6
+65,7
@@
static struct vg_shader _shader_route = {
" 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"
@@
-131,6
+130,11
@@
static struct vg_shader _shader_route = {
"\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"
@@
-199,41
+203,41
@@
static struct vg_shader _shader_route = {
""},
};
""},
};
-static GLuint _uniform_route_uPv;
static GLuint _uniform_route_uMdl;
static GLuint _uniform_route_uMdl;
+static GLuint _uniform_route_uPv;
static GLuint _uniform_route_uTexGarbage;
static GLuint _uniform_route_uTexGradients;
static GLuint _uniform_route_uCamera;
static GLuint _uniform_route_uColour;
static GLuint _uniform_route_g_world_depth;
static GLuint _uniform_route_uTexGarbage;
static GLuint _uniform_route_uTexGradients;
static GLuint _uniform_route_uCamera;
static GLuint _uniform_route_uColour;
static GLuint _uniform_route_g_world_depth;
-static void shader_route_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_route_uPv, 1, GL_FALSE, (float *)m );
-}
static void shader_route_uMdl(m4x3f m){
static void shader_route_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_route_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_route_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_route_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_route_uPv,1,GL_FALSE,(float*)m);
}
static void shader_route_uTexGarbage(int i){
}
static void shader_route_uTexGarbage(int i){
- glUniform1i(
_uniform_route_uTexGarbage, i
);
+ glUniform1i(
_uniform_route_uTexGarbage,i
);
}
static void shader_route_uTexGradients(int i){
}
static void shader_route_uTexGradients(int i){
- glUniform1i(
_uniform_route_uTexGradients, i
);
+ glUniform1i(
_uniform_route_uTexGradients,i
);
}
static void shader_route_uCamera(v3f v){
}
static void shader_route_uCamera(v3f v){
- glUniform3fv(
_uniform_route_uCamera, 1, v
);
+ glUniform3fv(
_uniform_route_uCamera,1,v
);
}
static void shader_route_uColour(v4f v){
}
static void shader_route_uColour(v4f v){
- glUniform4fv(
_uniform_route_uColour, 1, v
);
+ glUniform4fv(
_uniform_route_uColour,1,v
);
}
static void shader_route_g_world_depth(int i){
}
static void shader_route_g_world_depth(int i){
- glUniform1i(
_uniform_route_g_world_depth, i
);
+ glUniform1i(
_uniform_route_g_world_depth,i
);
}
static void shader_route_register(void){
vg_shader_register( &_shader_route );
}
static void shader_route_use(void){ glUseProgram(_shader_route.id); }
static void shader_route_link(void){
}
static void shader_route_register(void){
vg_shader_register( &_shader_route );
}
static void shader_route_use(void){ glUseProgram(_shader_route.id); }
static void shader_route_link(void){
- _uniform_route_uPv = glGetUniformLocation( _shader_route.id, "uPv" );
_uniform_route_uMdl = glGetUniformLocation( _shader_route.id, "uMdl" );
_uniform_route_uMdl = glGetUniformLocation( _shader_route.id, "uMdl" );
+ _uniform_route_uPv = glGetUniformLocation( _shader_route.id, "uPv" );
_uniform_route_uTexGarbage = glGetUniformLocation( _shader_route.id, "uTexGarbage" );
_uniform_route_uTexGradients = glGetUniformLocation( _shader_route.id, "uTexGradients" );
_uniform_route_uCamera = glGetUniformLocation( _shader_route.id, "uCamera" );
_uniform_route_uTexGarbage = glGetUniformLocation( _shader_route.id, "uTexGarbage" );
_uniform_route_uTexGradients = glGetUniformLocation( _shader_route.id, "uTexGradients" );
_uniform_route_uCamera = glGetUniformLocation( _shader_route.id, "uCamera" );