X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fvblend.h;h=0364f658d657e85a0477abeafbfdb2d23c50e4ce;hb=a1741ec4aed057cbafff2d6bc9e5cf8a15ae322b;hp=53154f6370469c6ccc0518109af339d220d40f98;hpb=d57b7661518800479c00300ce57407378696eec9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/vblend.h b/shaders/vblend.h index 53154f6..0364f65 100644 --- a/shaders/vblend.h +++ b/shaders/vblend.h @@ -7,17 +7,19 @@ static struct vg_shader _shader_vblend = { .link = shader_vblend_link, .vs = { -.orig_file = "../shaders/standard.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" +"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" @@ -38,7 +40,7 @@ static struct vg_shader _shader_vblend = { ""}, .fs = { -.orig_file = "../shaders/vblend.fs", +.orig_file = "../../shaders/vblend.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -64,6 +66,7 @@ static struct vg_shader _shader_vblend = { " 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" @@ -128,6 +131,11 @@ static struct vg_shader _shader_vblend = { "\n" "vec3 do_light_shadowing( vec3 vfrag )\n" "{\n" +" if( g_shadow_samples == 0 )\n" +" {\n" +" return vfrag;\n" +" }\n" +"\n" " float fspread = g_light_colours[0].w;\n" " vec3 vdir = g_light_directions[0].xyz;\n" " float flength = g_light_directions[0].w;\n" @@ -197,18 +205,18 @@ static struct vg_shader _shader_vblend = { ""}, }; -static GLuint _uniform_vblend_uPv; static GLuint _uniform_vblend_uMdl; +static GLuint _uniform_vblend_uPv; static GLuint _uniform_vblend_uTexGarbage; static GLuint _uniform_vblend_uTexGradients; static GLuint _uniform_vblend_uCamera; static GLuint _uniform_vblend_g_world_depth; -static void shader_vblend_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m ); -} static void shader_vblend_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_vblend_uMdl, 1, GL_FALSE, (float *)m ); } +static void shader_vblend_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m ); +} static void shader_vblend_uTexGarbage(int i){ glUniform1i( _uniform_vblend_uTexGarbage, i ); } @@ -226,8 +234,8 @@ static void shader_vblend_register(void){ } static void shader_vblend_use(void){ glUseProgram(_shader_vblend.id); } static void shader_vblend_link(void){ - _uniform_vblend_uPv = glGetUniformLocation( _shader_vblend.id, "uPv" ); _uniform_vblend_uMdl = glGetUniformLocation( _shader_vblend.id, "uMdl" ); + _uniform_vblend_uPv = glGetUniformLocation( _shader_vblend.id, "uPv" ); _uniform_vblend_uTexGarbage = glGetUniformLocation( _shader_vblend.id, "uTexGarbage" ); _uniform_vblend_uTexGradients = glGetUniformLocation( _shader_vblend.id, "uTexGradients" ); _uniform_vblend_uCamera = glGetUniformLocation( _shader_vblend.id, "uCamera" );