.link = shader_gpos_link,
.vs =
{
-.orig_file = "../shaders/standard.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"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
"\n"
"void main()\n"
"{\n"
-" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
+" gl_Position = uPv * vec4( world_pos, 1.0 );\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
" aCo = a_co;\n"
+" aWorldCo = world_pos;\n"
"}\n"
""},
.fs =
{
-.orig_file = "../shaders/gpos.fs",
+.orig_file = "../../shaders/gpos.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
"in vec2 aUv;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
+"in vec3 aWorldCo;\n"
"\n"
"#line 1 1 \n"
"layout (std140) uniform ub_world_lighting\n"
"\n"
"float shadow_sample( vec3 vdir )\n"
"{\n"
-" vec3 sample_pos = aCo + vdir;\n"
+" vec3 sample_pos = aWorldCo + vdir;\n"
" float height_sample = world_depth_sample( sample_pos );\n"
"\n"
" float fdelta = height_sample - sample_pos.y;\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 11 0 \n"
+"#line 12 0 \n"
"\n"
"// Water blending\n"
"// ==============\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" );
}