X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fgpos.h;h=8549ec43384a2d0f2a3acc582014322cae69f03c;hb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;hp=d140abbf36a45208faa2b9733aabc657000e47c0;hpb=6d66c67945f84476d6ac75a0497007cc30bcf58c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gpos.h b/shaders/gpos.h index d140abb..8549ec4 100644 --- a/shaders/gpos.h +++ b/shaders/gpos.h @@ -7,17 +7,18 @@ static struct vg_shader _shader_gpos = { .link = shader_gpos_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" -"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" @@ -38,7 +39,6 @@ static struct vg_shader _shader_gpos = { ""}, .fs = { -.orig_file = "../shaders/gpos.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -62,6 +62,7 @@ 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" @@ -126,6 +127,11 @@ 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" @@ -172,29 +178,29 @@ 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 ); + 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 ); + glUniform3fv(_uniform_gpos_uCamera,1,v); } static void shader_gpos_g_world_depth(int i){ - glUniform1i( _uniform_gpos_g_world_depth, i ); + glUniform1i(_uniform_gpos_g_world_depth,i); } static void shader_gpos_register(void){ vg_shader_register( &_shader_gpos ); } 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" ); }