shaders updated
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / sky.h
index 09329f5aa8b1305196882faa08d72c6776412e99..b93549bcd37165a9e9c32859d4365335dbea4935 100644 (file)
@@ -7,17 +7,18 @@ static struct vg_shader _shader_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"
+"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_sky = {
 ""},
    .fs = 
 {
-.orig_file = "../shaders/sky.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -76,33 +76,33 @@ static struct vg_shader _shader_sky = {
 ""},
 };
 
-static GLuint _uniform_sky_uPv;
 static GLuint _uniform_sky_uMdl;
+static GLuint _uniform_sky_uPv;
 static GLuint _uniform_sky_uColour;
 static GLuint _uniform_sky_uTexGarbage;
 static GLuint _uniform_sky_uTime;
-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 );
+   glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_sky_uPv(m4x4f m){
+   glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_sky_uColour(v4f v){
-   glUniform4fv( _uniform_sky_uColour, 1, v );
+   glUniform4fv(_uniform_sky_uColour,1,v);
 }
 static void shader_sky_uTexGarbage(int i){
-   glUniform1i( _uniform_sky_uTexGarbage, i );
+   glUniform1i(_uniform_sky_uTexGarbage,i);
 }
 static void shader_sky_uTime(float f){
-   glUniform1f( _uniform_sky_uTime, f );
+   glUniform1f(_uniform_sky_uTime,f);
 }
 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_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
    _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
    _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
    _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );