.link = shader_water_fast_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"
""},
.fs =
{
-.orig_file = "../../shaders/water_fast.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
" float g_water_fog;\n"
" int g_light_count;\n"
" int g_light_preview;\n"
+" int g_shadow_samples;\n"
"};\n"
"\n"
"uniform sampler2D g_world_depth;\n"
"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
+" if( g_shadow_samples == 0 )\n"
+" {\n"
+" return vfrag;\n"
+" }\n"
+"\n"
" float fspread = g_light_colours[0].w;\n"
" vec3 vdir = g_light_directions[0].xyz;\n"
" float flength = g_light_directions[0].w;\n"
static GLuint _uniform_water_fast_uOceanColour;
static GLuint _uniform_water_fast_g_world_depth;
static void shader_water_fast_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_water_fast_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_water_fast_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_water_fast_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_water_fast_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_water_fast_uPv,1,GL_FALSE,(float*)m);
}
static void shader_water_fast_uTexDudv(int i){
- glUniform1i( _uniform_water_fast_uTexDudv, i );
+ glUniform1i(_uniform_water_fast_uTexDudv,i);
}
static void shader_water_fast_uTime(float f){
- glUniform1f( _uniform_water_fast_uTime, f );
+ glUniform1f(_uniform_water_fast_uTime,f);
}
static void shader_water_fast_uCamera(v3f v){
- glUniform3fv( _uniform_water_fast_uCamera, 1, v );
+ glUniform3fv(_uniform_water_fast_uCamera,1,v);
}
static void shader_water_fast_uSurfaceY(float f){
- glUniform1f( _uniform_water_fast_uSurfaceY, f );
+ glUniform1f(_uniform_water_fast_uSurfaceY,f);
}
static void shader_water_fast_uShoreColour(v3f v){
- glUniform3fv( _uniform_water_fast_uShoreColour, 1, v );
+ glUniform3fv(_uniform_water_fast_uShoreColour,1,v);
}
static void shader_water_fast_uOceanColour(v3f v){
- glUniform3fv( _uniform_water_fast_uOceanColour, 1, v );
+ glUniform3fv(_uniform_water_fast_uOceanColour,1,v);
}
static void shader_water_fast_g_world_depth(int i){
- glUniform1i( _uniform_water_fast_g_world_depth, i );
+ glUniform1i(_uniform_water_fast_g_world_depth,i);
}
static void shader_water_fast_register(void){
vg_shader_register( &_shader_water_fast );