X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=5ebef38e970aa36c7488362763fa31013e4d30d5;hb=15beb60ade240af4e00b0d204f7e89a4d35dca36;hp=4ad91ea8f6f864fd5d7d2dae5126a496be24673b;hpb=60b0d8af679396c857f8c5f9a7a518b092a2f416;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 4ad91ea..5ebef38 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -11,13 +11,15 @@ static struct vg_shader _shader_terrain = { .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" @@ -198,18 +200,18 @@ static struct vg_shader _shader_terrain = { ""}, }; -static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uMdl; +static GLuint _uniform_terrain_uPv; static GLuint _uniform_terrain_uTexGarbage; static GLuint _uniform_terrain_uTexGradients; static GLuint _uniform_terrain_uCamera; static GLuint _uniform_terrain_g_world_depth; -static void shader_terrain_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); -} static void shader_terrain_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m ); } +static void shader_terrain_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m ); +} static void shader_terrain_uTexGarbage(int i){ glUniform1i( _uniform_terrain_uTexGarbage, i ); } @@ -227,8 +229,8 @@ static void shader_terrain_register(void){ } static void shader_terrain_use(void){ glUseProgram(_shader_terrain.id); } static void shader_terrain_link(void){ - _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" ); _uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" ); + _uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" ); _uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" ); _uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" ); _uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );