X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.h;fp=shaders%2Fsky.h;h=55a2046ba92e1b85711138730201cd5eaf93387b;hb=7758c7efec3956c68294bc914e7524045a2b1bd7;hp=0000000000000000000000000000000000000000;hpb=1f1d636056450dcd23cce55c0795ec6276272531;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.h b/shaders/sky.h new file mode 100644 index 0000000..55a2046 --- /dev/null +++ b/shaders/sky.h @@ -0,0 +1,84 @@ +#ifndef SHADER_sky_H +#define SHADER_sky_H +static void shader_sky_link(void); +static void shader_sky_register(void); +static struct vg_shader _shader_sky = { + .name = "sky", + .link = shader_sky_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" +"\n" +"#line 2 0 \n" +"\n" +"uniform mat4 uPv;\n" +"uniform mat4x3 uMdl;\n" +"\n" +"out vec4 aColour;\n" +"out vec2 aUv;\n" +"out vec3 aNorm;\n" +"out vec3 aCo;\n" +"\n" +"void main()\n" +"{\n" +" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n" +" aColour = a_colour;\n" +" aUv = a_uv;\n" +" aNorm = mat3(uMdl) * a_norm;\n" +" aCo = a_co;\n" +"}\n" +""}, + .fs = +{ +.orig_file = "../shaders/sky.fs", +.static_src = +"out vec4 FragColor;\n" +"\n" +"uniform vec4 uColour;\n" +"\n" +"in vec4 aColour;\n" +"in vec2 aUv;\n" +"in vec3 aNorm;\n" +"in vec3 aCo;\n" +"\n" +"void main()\n" +"{\n" +" float fintensity = 1.0-(abs(aNorm.y)*0.7);\n" +" float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;\n" +" float fblend = pow(fintensity,6.0) * angle;\n" +" vec3 horizon = vec3(0.9,0.9,0.8);\n" +" vec3 skycolour = vec3(0.4,0.5,0.8);\n" +" vec3 diffuse = mix( skycolour, horizon, fblend );\n" +"\n" +" FragColor = vec4(diffuse,1.0);\n" +"}\n" +""}, +}; + +static GLuint _uniform_sky_uPv; +static GLuint _uniform_sky_uMdl; +static GLuint _uniform_sky_uColour; +static void shader_sky_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m ); +} +static void shader_sky_uMdl(m4x3f m){ + glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m ); +} +static void shader_sky_uColour(v4f v){ + glUniform4fv( _uniform_sky_uColour, 1, v ); +} +static void shader_sky_register(void){ + vg_shader_register( &_shader_sky ); +} +static void shader_sky_use(void){ glUseProgram(_shader_sky.id); } +static void shader_sky_link(void){ + _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" ); + _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" ); + _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" ); +} +#endif /* SHADER_sky_H */