X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fvblend.h;h=0364f658d657e85a0477abeafbfdb2d23c50e4ce;hb=a1741ec4aed057cbafff2d6bc9e5cf8a15ae322b;hp=b8027c10e5df4f8375bd5a27bedaf1b5c898e575;hpb=d045af680c6b8ca267a7aded69e2e510e659d2ab;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/vblend.h b/shaders/vblend.h index b8027c1..0364f65 100644 --- a/shaders/vblend.h +++ b/shaders/vblend.h @@ -18,8 +18,8 @@ static struct vg_shader _shader_vblend = { "\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" @@ -66,6 +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" @@ -130,6 +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" @@ -199,18 +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 ); } @@ -228,8 +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" );