X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=4ad91ea8f6f864fd5d7d2dae5126a496be24673b;hb=60b0d8af679396c857f8c5f9a7a518b092a2f416;hp=e10d371293468abb2aac8c0a1f86729803cb5803;hpb=1f1d636056450dcd23cce55c0795ec6276272531;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index e10d371..4ad91ea 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -7,39 +7,231 @@ 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" +"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" +"out vec3 aWorldCo;\n" +"\n" "void main()\n" "{\n" -"\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/terrain.fs", +.orig_file = "../../shaders/terrain.fs", .static_src = -"// Nothing\n" +"out vec4 FragColor;\n" "\n" -"#line 2 0 \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" +"in vec3 aWorldCo;\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