X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.h;h=53fb5a6645e7ffc23dfb723f75da19f15af9f5a8;hb=d8fc0acce1b39466038284aa6f1941ebe98c8348;hp=3ef9613fc5a81070c02d80288cf067d0429432fa;hpb=168eb5c363f510d60703498e01ffcdb52bf9fd07;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.h b/shaders/sky.h index 3ef9613..53fb5a6 100644 --- a/shaders/sky.h +++ b/shaders/sky.h @@ -7,35 +7,40 @@ static struct vg_shader _shader_sky = { .link = shader_sky_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/sky.fs", +.orig_file = "../../shaders/sky.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -73,17 +78,17 @@ static struct vg_shader _shader_sky = { ""}, }; -static GLuint _uniform_sky_uPv; static GLuint _uniform_sky_uMdl; +static GLuint _uniform_sky_uPv; static GLuint _uniform_sky_uColour; static GLuint _uniform_sky_uTexGarbage; static GLuint _uniform_sky_uTime; -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_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m ); +} static void shader_sky_uColour(v4f v){ glUniform4fv( _uniform_sky_uColour, 1, v ); } @@ -98,8 +103,8 @@ static void shader_sky_register(void){ } 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_uPv = glGetUniformLocation( _shader_sky.id, "uPv" ); _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" ); _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" ); _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );