grind sound
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gpos.h
index 87b5843ba0c098bc4d417fbdb2ebaa1fe4716778..8549ec43384a2d0f2a3acc582014322cae69f03c 100644 (file)
@@ -7,17 +7,18 @@ static struct vg_shader _shader_gpos = {
    .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"
-"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"
@@ -38,7 +39,6 @@ static struct vg_shader _shader_gpos = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/gpos.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -62,6 +62,7 @@ static struct vg_shader _shader_gpos = {
 "   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"
@@ -126,6 +127,11 @@ static struct vg_shader _shader_gpos = {
 "\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"
@@ -172,29 +178,29 @@ static struct vg_shader _shader_gpos = {
 ""},
 };
 
-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 );
+   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 );
+   glUniform3fv(_uniform_gpos_uCamera,1,v);
 }
 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){
-   _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" );
 }