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shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
sky.h
diff --git
a/shaders/sky.h
b/shaders/sky.h
index aee87f4fea8fa9c5e1c189a258ec4505a76db31b..b93549bcd37165a9e9c32859d4365335dbea4935 100644
(file)
--- a/
shaders/sky.h
+++ b/
shaders/sky.h
@@
-7,17
+7,18
@@
static struct vg_shader _shader_sky = {
.link = shader_sky_link,
.vs =
{
.link = shader_sky_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"
-"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"
-"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"
@@
-38,7
+39,6
@@
static struct vg_shader _shader_sky = {
""},
.fs =
{
""},
.fs =
{
-.orig_file = "../../shaders/sky.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
.static_src =
"out vec4 FragColor;\n"
"\n"
@@
-76,33
+76,33
@@
static struct vg_shader _shader_sky = {
""},
};
""},
};
-static GLuint _uniform_sky_uPv;
static GLuint _uniform_sky_uMdl;
static GLuint _uniform_sky_uMdl;
+static GLuint _uniform_sky_uPv;
static GLuint _uniform_sky_uColour;
static GLuint _uniform_sky_uTexGarbage;
static GLuint _uniform_sky_uTime;
static GLuint _uniform_sky_uColour;
static GLuint _uniform_sky_uTexGarbage;
static GLuint _uniform_sky_uTime;
-static void shader_sky_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
-}
static void shader_sky_uMdl(m4x3f m){
static void shader_sky_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_sky_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
}
static void shader_sky_uColour(v4f v){
}
static void shader_sky_uColour(v4f v){
- glUniform4fv(
_uniform_sky_uColour, 1, v
);
+ glUniform4fv(
_uniform_sky_uColour,1,v
);
}
static void shader_sky_uTexGarbage(int i){
}
static void shader_sky_uTexGarbage(int i){
- glUniform1i(
_uniform_sky_uTexGarbage, i
);
+ glUniform1i(
_uniform_sky_uTexGarbage,i
);
}
static void shader_sky_uTime(float f){
}
static void shader_sky_uTime(float f){
- glUniform1f(
_uniform_sky_uTime, f
);
+ glUniform1f(
_uniform_sky_uTime,f
);
}
static void shader_sky_register(void){
vg_shader_register( &_shader_sky );
}
static void shader_sky_use(void){ glUseProgram(_shader_sky.id); }
static void shader_sky_link(void){
}
static void shader_sky_register(void){
vg_shader_register( &_shader_sky );
}
static void shader_sky_use(void){ glUseProgram(_shader_sky.id); }
static void shader_sky_link(void){
- _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
_uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
_uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
+ _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
_uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
_uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
_uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );
_uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
_uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
_uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );