X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fgpos.h;h=8b7dbf416b00c9b3871f2a53b96f05973ec74d40;hb=bdac014448b6ec968fe645f1581f321144f07dba;hp=6b8d9cbd0576d32a4c240e75ce057a735b596492;hpb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gpos.h b/shaders/gpos.h index 6b8d9cb..8b7dbf4 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" @@ -45,16 +50,20 @@ 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" "{\n" -" vec3 g_directional;\n" -" vec3 g_sun_colour;\n" -" vec3 g_shadow_colour;\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" @@ -64,15 +73,28 @@ static struct vg_shader _shader_gpos = { "\n" "vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n" "{\n" -" float flight = dot( g_directional, wnormal )*0.5+0.5;\n" -" return vfrag * mix( g_shadow_colour, g_sun_colour, flight );\n" +" vec3 vtotal = g_ambient_colour.rgb;\n" +"\n" +" for( int i=0; i