.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"
-"uniform mat4 uPv;\n"
"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\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"
"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"
""},
};
-static GLuint _uniform_gpos_uPv;
static GLuint _uniform_gpos_uMdl;
+static GLuint _uniform_gpos_uPv;
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){
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){
glUniform3fv( _uniform_gpos_uCamera, 1, v );
}
}
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_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" );
}