X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fterrain.h;h=6b4c3de695a00f9e25e29cd15b088108cb612a6e;hb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;hp=1880395cc91a5932cd76ab070b4aa88689b2b13c;hpb=cb16ccb05a796178c879ea8d5091663d215a5217;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/terrain.h b/shaders/terrain.h index 1880395..6b4c3de 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -7,62 +7,169 @@ static struct vg_shader _shader_terrain = { .link = shader_terrain_link, .vs = { -.orig_file = "../shaders/terrain.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/terrain.fs", .static_src = "out vec4 FragColor;\n" "\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" -"uniform vec4 uPlane;\n" +"uniform vec3 uSandColour;\n" +"uniform vec2 uBlendOffset;\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" +" int g_shadow_samples;\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