X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fgpos.h;h=3c17cbb628280023113fcdf2c814a27f818b89d8;hb=d8fc0acce1b39466038284aa6f1941ebe98c8348;hp=4e44e353b43e52b305839efbcf633505e161a64a;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gpos.h b/shaders/gpos.h index 4e44e35..3c17cbb 100644 --- a/shaders/gpos.h +++ b/shaders/gpos.h @@ -7,35 +7,40 @@ static struct vg_shader _shader_gpos = { .link = shader_gpos_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" "out vec3 aNorm;\n" "out vec3 aCo;\n" +"out vec3 aWorldCo;\n" "\n" "void main()\n" "{\n" -" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n" +" vec3 world_pos = uMdl * vec4(a_co,1.0);\n" +" gl_Position = uPv * vec4( world_pos, 1.0 );\n" " aColour = a_colour;\n" " aUv = a_uv;\n" " aNorm = mat3(uMdl) * a_norm;\n" " aCo = a_co;\n" +" aWorldCo = world_pos;\n" "}\n" ""}, .fs = { -.orig_file = "../shaders/gpos.fs", +.orig_file = "../../shaders/gpos.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -45,6 +50,7 @@ static struct vg_shader _shader_gpos = { "in vec2 aUv;\n" "in vec3 aNorm;\n" "in vec3 aCo;\n" +"in vec3 aWorldCo;\n" "\n" "#line 1 1 \n" "layout (std140) uniform ub_world_lighting\n" @@ -58,6 +64,7 @@ static struct vg_shader _shader_gpos = { " 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" @@ -99,7 +106,7 @@ static struct vg_shader _shader_gpos = { "\n" "float shadow_sample( vec3 vdir )\n" "{\n" -" vec3 sample_pos = aCo + vdir;\n" +" vec3 sample_pos = aWorldCo + vdir;\n" " float height_sample = world_depth_sample( sample_pos );\n" "\n" " float fdelta = height_sample - sample_pos.y;\n" @@ -122,6 +129,11 @@ static struct vg_shader _shader_gpos = { "\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" @@ -144,7 +156,7 @@ static struct vg_shader _shader_gpos = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 11 0 \n" +"#line 12 0 \n" "\n" "// Water blending\n" "// ==============\n" @@ -168,16 +180,16 @@ static struct vg_shader _shader_gpos = { ""}, }; -static GLuint _uniform_gpos_uPv; static GLuint _uniform_gpos_uMdl; +static GLuint _uniform_gpos_uPv; static GLuint _uniform_gpos_uCamera; static GLuint _uniform_gpos_g_world_depth; -static void shader_gpos_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m ); -} static void shader_gpos_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m ); } +static void shader_gpos_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m ); +} static void shader_gpos_uCamera(v3f v){ glUniform3fv( _uniform_gpos_uCamera, 1, v ); } @@ -189,8 +201,8 @@ static void shader_gpos_register(void){ } static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); } static void shader_gpos_link(void){ - _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" ); _uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" ); + _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" ); _uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" ); _uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" ); }