--- /dev/null
+#ifndef SHADER_sky_H
+#define SHADER_sky_H
+static void shader_sky_link(void);
+static void shader_sky_register(void);
+static struct vg_shader _shader_sky = {
+ .name = "sky",
+ .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"
+"layout (location=2) in vec4 a_colour;\n"
+"layout (location=3) in vec2 a_uv;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"uniform mat4 uPv;\n"
+"uniform mat4x3 uMdl;\n"
+"\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+" aColour = a_colour;\n"
+" aUv = a_uv;\n"
+" aNorm = mat3(uMdl) * a_norm;\n"
+" aCo = a_co;\n"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "../shaders/sky.fs",
+.static_src =
+"out vec4 FragColor;\n"
+"\n"
+"uniform vec4 uColour;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+" float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
+" float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;\n"
+" float fblend = pow(fintensity,6.0) * angle;\n"
+" vec3 horizon = vec3(0.9,0.9,0.8);\n"
+" vec3 skycolour = vec3(0.4,0.5,0.8);\n"
+" vec3 diffuse = mix( skycolour, horizon, fblend );\n"
+"\n"
+" FragColor = vec4(diffuse,1.0);\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_sky_uPv;
+static GLuint _uniform_sky_uMdl;
+static GLuint _uniform_sky_uColour;
+static void shader_sky_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
+}
+static void shader_sky_uMdl(m4x3f m){
+ glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
+}
+static void shader_sky_uColour(v4f v){
+ glUniform4fv( _uniform_sky_uColour, 1, v );
+}
+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_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
+}
+#endif /* SHADER_sky_H */