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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / vblend.h
index cc057627036fb630443fd21a8834903a26d92422..61b0ccec1b77eef911b69f4e3d443b10509ba94c 100644 (file)
@@ -11,13 +11,15 @@ static struct vg_shader _shader_vblend = {
 .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"
@@ -197,18 +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_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 );
 }
@@ -226,8 +228,8 @@ 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" );