MENY
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / terrain.h
index 4ad91ea8f6f864fd5d7d2dae5126a496be24673b..5ebef38e970aa36c7488362763fa31013e4d30d5 100644 (file)
@@ -11,13 +11,15 @@ static struct vg_shader _shader_terrain = {
 .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"
@@ -198,18 +200,18 @@ static struct vg_shader _shader_terrain = {
 ""},
 };
 
-static GLuint _uniform_terrain_uPv;
 static GLuint _uniform_terrain_uMdl;
+static GLuint _uniform_terrain_uPv;
 static GLuint _uniform_terrain_uTexGarbage;
 static GLuint _uniform_terrain_uTexGradients;
 static GLuint _uniform_terrain_uCamera;
 static GLuint _uniform_terrain_g_world_depth;
-static void shader_terrain_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
-}
 static void shader_terrain_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
 }
+static void shader_terrain_uPv(m4x4f m){
+   glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
+}
 static void shader_terrain_uTexGarbage(int i){
    glUniform1i( _uniform_terrain_uTexGarbage, i );
 }
@@ -227,8 +229,8 @@ static void shader_terrain_register(void){
 }
 static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); }
 static void shader_terrain_link(void){
-   _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
    _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
+   _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
    _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
    _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
    _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );