X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fcharacter.h;h=8265c37ba44489da271579bcb814a364aba59408;hb=a1adba47558099cab82aa6d10abdc1dca11d3342;hp=6c3ce7af268215a296fe765a81877c34db7c8048;hpb=1f1d636056450dcd23cce55c0795ec6276272531;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/character.h b/shaders/character.h index 6c3ce7a..8265c37 100644 --- a/shaders/character.h +++ b/shaders/character.h @@ -7,12 +7,14 @@ static struct vg_shader _shader_character = { .link = shader_character_link, .vs = { -.orig_file = "../shaders/character.vs", +.orig_file = "../../shaders/character.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" @@ -24,39 +26,155 @@ static struct vg_shader _shader_character = { "out vec2 aUv;\n" "out vec3 aNorm;\n" "out vec3 aCo;\n" +"out vec3 aWorldCo;\n" "out float aOpacity;\n" "\n" "void main()\n" "{\n" " vec3 world_pos = uMdl * vec4(a_co,1.0);\n" -" gl_Position = uPv * vec4(world_pos,1.0);\n" +" vec4 clip_pos = uPv * vec4(world_pos,1.0);\n" +" gl_Position = clip_pos;\n" "\n" " aColour = a_colour;\n" " aUv = a_uv;\n" " aNorm = mat3(uMdl) * a_norm;\n" +" aWorldCo = world_pos;\n" " aCo = a_co;\n" -" aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;\n" +" aOpacity = max(clip_pos.w*3.0,0.1);// 1.0-(gl_Position.y+0.5)*uOpacity;\n" "}\n" ""}, .fs = { -.orig_file = "../shaders/character.fs", +.orig_file = "../../shaders/character.fs", .static_src = "out vec4 FragColor;\n" "\n" "uniform sampler2D uTexMain;\n" "uniform vec4 uColour;\n" +"uniform vec3 uCamera;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" "in vec3 aNorm;\n" "in vec3 aCo;\n" +"in vec3 aWorldCo;\n" "in float aOpacity;\n" "\n" +"#line 1 1 \n" +"layout (std140) uniform ub_world_lighting\n" +"{\n" +" vec4 g_light_colours[3];\n" +" vec4 g_light_directions[3];\n" +" vec4 g_ambient_colour;\n" +"\n" +" vec4 g_water_plane;\n" +" vec4 g_depth_bounds;\n" +" float g_water_fog;\n" +" int g_light_count;\n" +" int g_light_preview;\n" +"};\n" +"\n" +"uniform sampler2D g_world_depth;\n" +"\n" +"// Standard diffuse + spec models\n" +"// ==============================\n" +"\n" +"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n" +"{\n" +" vec3 vtotal = g_ambient_colour.rgb;\n" +"\n" +" for( int i=0; i