X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fplaneinf.h;h=bb2a89a3cb341be2dcecab64db9b0eccae780052;hb=bdac014448b6ec968fe645f1581f321144f07dba;hp=0cc17cd2ec95e1e59464994855efeb6414264b79;hpb=3bb0287d544a4cb75de9afe2927ac8e946f3a18e;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/planeinf.h b/shaders/planeinf.h index 0cc17cd..bb2a89a 100644 --- a/shaders/planeinf.h +++ b/shaders/planeinf.h @@ -7,58 +7,41 @@ static struct vg_shader _shader_planeinf = { .link = shader_planeinf_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/planeinf.fs", +.orig_file = "../../shaders/planeinf.fs", .static_src = -"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n" -" vec4 beneath, vec4 above )\n" -"{\n" -" vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n" -" vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n" -" vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n" -"\n" -" float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n" -"\n" -" vec3 lightdir = vec3(0.95,0.0,-0.3);\n" -" vec3 specdir = reflect( -lightdir, vnorm );\n" -" float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n" -" \n" -" // Depth \n" -" float depthblend = pow( beneath.a,0.8 );\n" -"\n" -" // Composite\n" -" vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n" -" //vsurface += spec;\n" -"\n" -" return vec4( vsurface,depthblend );\n" -"}\n" "\n" "#line 2 0 \n" "\n" @@ -89,16 +72,16 @@ static struct vg_shader _shader_planeinf = { ""}, }; -static GLuint _uniform_planeinf_uPv; static GLuint _uniform_planeinf_uMdl; +static GLuint _uniform_planeinf_uPv; static GLuint _uniform_planeinf_uCamera; static GLuint _uniform_planeinf_uPlane; -static void shader_planeinf_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m ); -} static void shader_planeinf_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m ); } +static void shader_planeinf_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m ); +} static void shader_planeinf_uCamera(v3f v){ glUniform3fv( _uniform_planeinf_uCamera, 1, v ); } @@ -110,8 +93,8 @@ static void shader_planeinf_register(void){ } static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf.id); } static void shader_planeinf_link(void){ - _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" ); _uniform_planeinf_uMdl = glGetUniformLocation( _shader_planeinf.id, "uMdl" ); + _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" ); _uniform_planeinf_uCamera = glGetUniformLocation( _shader_planeinf.id, "uCamera" ); _uniform_planeinf_uPlane = glGetUniformLocation( _shader_planeinf.id, "uPlane" ); }