.link = shader_planeinf_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"
""},
.fs =
{
-.orig_file = "../../shaders/planeinf.fs",
.static_src =
"\n"
"#line 2 0 \n"
""},
};
-static GLuint _uniform_planeinf_uPv;
static GLuint _uniform_planeinf_uMdl;
+static GLuint _uniform_planeinf_uPv;
static GLuint _uniform_planeinf_uCamera;
static GLuint _uniform_planeinf_uPlane;
-static void shader_planeinf_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m );
-}
static void shader_planeinf_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_planeinf_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_planeinf_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_planeinf_uPv,1,GL_FALSE,(float*)m);
}
static void shader_planeinf_uCamera(v3f v){
- glUniform3fv( _uniform_planeinf_uCamera, 1, v );
+ glUniform3fv(_uniform_planeinf_uCamera,1,v);
}
static void shader_planeinf_uPlane(v4f v){
- glUniform4fv( _uniform_planeinf_uPlane, 1, v );
+ glUniform4fv(_uniform_planeinf_uPlane,1,v);
}
static void shader_planeinf_register(void){
vg_shader_register( &_shader_planeinf );
}
static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf.id); }
static void shader_planeinf_link(void){
- _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" );
_uniform_planeinf_uMdl = glGetUniformLocation( _shader_planeinf.id, "uMdl" );
+ _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" );
_uniform_planeinf_uCamera = glGetUniformLocation( _shader_planeinf.id, "uCamera" );
_uniform_planeinf_uPlane = glGetUniformLocation( _shader_planeinf.id, "uPlane" );
}