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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / vblend.h
index 5738ef11c135e48f4cb385dedc450e18690d36bf..61b0ccec1b77eef911b69f4e3d443b10509ba94c 100644 (file)
@@ -7,17 +7,19 @@ static struct vg_shader _shader_vblend = {
    .link = shader_vblend_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"
@@ -38,14 +40,13 @@ static struct vg_shader _shader_vblend = {
 ""},
    .fs = 
 {
-.orig_file = "../shaders/vblend.fs",
+.orig_file = "../../shaders/vblend.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
 "uniform vec3 uCamera;\n"
-"uniform vec4 uPlane;\n"
 "\n"
 "in vec4 aColour;\n"
 "in vec2 aUv;\n"
@@ -151,7 +152,7 @@ static struct vg_shader _shader_vblend = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     15        0 \n"
+"#line     14        0 \n"
 "\n"
 "void main()\n"
 "{\n"
@@ -198,19 +199,18 @@ static struct vg_shader _shader_vblend = {
 ""},
 };
 
-static GLuint _uniform_vblend_uPv;
 static GLuint _uniform_vblend_uMdl;
+static GLuint _uniform_vblend_uPv;
 static GLuint _uniform_vblend_uTexGarbage;
 static GLuint _uniform_vblend_uTexGradients;
 static GLuint _uniform_vblend_uCamera;
-static GLuint _uniform_vblend_uPlane;
 static GLuint _uniform_vblend_g_world_depth;
-static void shader_vblend_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
-}
 static void shader_vblend_uMdl(m4x3f m){
    glUniformMatrix4x3fv( _uniform_vblend_uMdl, 1, GL_FALSE, (float *)m );
 }
+static void shader_vblend_uPv(m4x4f m){
+   glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
+}
 static void shader_vblend_uTexGarbage(int i){
    glUniform1i( _uniform_vblend_uTexGarbage, i );
 }
@@ -220,9 +220,6 @@ static void shader_vblend_uTexGradients(int i){
 static void shader_vblend_uCamera(v3f v){
    glUniform3fv( _uniform_vblend_uCamera, 1, v );
 }
-static void shader_vblend_uPlane(v4f v){
-   glUniform4fv( _uniform_vblend_uPlane, 1, v );
-}
 static void shader_vblend_g_world_depth(int i){
    glUniform1i( _uniform_vblend_g_world_depth, i );
 }
@@ -231,12 +228,11 @@ static void shader_vblend_register(void){
 }
 static void shader_vblend_use(void){ glUseProgram(_shader_vblend.id); }
 static void shader_vblend_link(void){
-   _uniform_vblend_uPv = glGetUniformLocation( _shader_vblend.id, "uPv" );
    _uniform_vblend_uMdl = glGetUniformLocation( _shader_vblend.id, "uMdl" );
+   _uniform_vblend_uPv = glGetUniformLocation( _shader_vblend.id, "uPv" );
    _uniform_vblend_uTexGarbage = glGetUniformLocation( _shader_vblend.id, "uTexGarbage" );
    _uniform_vblend_uTexGradients = glGetUniformLocation( _shader_vblend.id, "uTexGradients" );
    _uniform_vblend_uCamera = glGetUniformLocation( _shader_vblend.id, "uCamera" );
-   _uniform_vblend_uPlane = glGetUniformLocation( _shader_vblend.id, "uPlane" );
    _uniform_vblend_g_world_depth = glGetUniformLocation( _shader_vblend.id, "g_world_depth" );
 }
 #endif /* SHADER_vblend_H */