X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=436ca1fc06559333cc88d454a6fe48c9838e21bc;hb=168eb5c363f510d60703498e01ffcdb52bf9fd07;hp=42e87aa62a98397ac40339c4c8503fa48b2943bf;hpb=7758c7efec3956c68294bc914e7524045a2b1bd7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 42e87aa..436ca1f 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -7,7 +7,7 @@ static struct vg_shader _shader_terrain = { .link = shader_terrain_link, .vs = { -.orig_file = "../shaders/terrain.vs", +.orig_file = "../shaders/standard.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -41,31 +41,155 @@ static struct vg_shader _shader_terrain = { "\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" +"uniform vec3 uCamera;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" "in vec3 aNorm;\n" "in vec3 aCo;\n" "\n" +"#line 1 1 \n" +"layout (std140) uniform ub_world_lighting\n" +"{\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" +"\n" +"// Standard diffuse + spec models\n" +"// ==============================\n" +"\n" +"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n" +"{\n" +" vec3 vtotal = g_ambient_colour.rgb;\n" +"\n" +" for( int i=0; i