X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.h;h=53fb5a6645e7ffc23dfb723f75da19f15af9f5a8;hb=d8fc0acce1b39466038284aa6f1941ebe98c8348;hp=aee87f4fea8fa9c5e1c189a258ec4505a76db31b;hpb=60b0d8af679396c857f8c5f9a7a518b092a2f416;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.h b/shaders/sky.h index aee87f4..53fb5a6 100644 --- a/shaders/sky.h +++ b/shaders/sky.h @@ -11,13 +11,15 @@ static struct vg_shader _shader_sky = { .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" @@ -76,17 +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 ); } @@ -101,8 +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" );