refactor model things
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / standard.h
index 59aa1d95b85c6d088d19a51a550241866428436d..cf98fb0765d652ea5be57e6b44efb6bf386fe7ab 100644 (file)
@@ -7,35 +7,40 @@ static struct vg_shader _shader_standard = {
    .link = shader_standard_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/standard.fs",
+.orig_file = "../../shaders/standard.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -60,16 +65,16 @@ static struct vg_shader _shader_standard = {
 ""},
 };
 
-static GLuint _uniform_standard_uPv;
 static GLuint _uniform_standard_uMdl;
+static GLuint _uniform_standard_uPv;
 static GLuint _uniform_standard_uTexMain;
 static GLuint _uniform_standard_uColour;
-static void shader_standard_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m );
-}
 static void shader_standard_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m );
 }
+static void shader_standard_uPv(m4x4f m){
+   glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m );
+}
 static void shader_standard_uTexMain(int i){
    glUniform1i( _uniform_standard_uTexMain, i );
 }
@@ -81,8 +86,8 @@ static void shader_standard_register(void){
 }
 static void shader_standard_use(void){ glUseProgram(_shader_standard.id); }
 static void shader_standard_link(void){
-   _uniform_standard_uPv = glGetUniformLocation( _shader_standard.id, "uPv" );
    _uniform_standard_uMdl = glGetUniformLocation( _shader_standard.id, "uMdl" );
+   _uniform_standard_uPv = glGetUniformLocation( _shader_standard.id, "uPv" );
    _uniform_standard_uTexMain = glGetUniformLocation( _shader_standard.id, "uTexMain" );
    _uniform_standard_uColour = glGetUniformLocation( _shader_standard.id, "uColour" );
 }