X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fvblend.h;h=45782ad90fe506b6bedf2eff6c406cd0566974d8;hb=168eb5c363f510d60703498e01ffcdb52bf9fd07;hp=26d7a51bf3946537c93bc7f7a01a2bb8578d6644;hpb=ecc4dfbfb3adf91d2dfc03ba0ec9a821fcc2390c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/vblend.h b/shaders/vblend.h index 26d7a51..45782ad 100644 --- a/shaders/vblend.h +++ b/shaders/vblend.h @@ -7,7 +7,7 @@ static struct vg_shader _shader_vblend = { .link = shader_vblend_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" @@ -41,8 +41,6 @@ static struct vg_shader _shader_vblend = { "\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" -"uniform sampler2D uTexDepth;\n" -"uniform vec4 uDepthBounds;\n" "uniform vec3 uCamera;\n" "uniform vec4 uPlane;\n" "\n" @@ -51,26 +49,111 @@ static struct vg_shader _shader_vblend = { "in vec3 aNorm;\n" "in vec3 aCo;\n" "\n" -"float water_depth( vec3 pos, vec3 dir, vec4 plane )\n" +"#line 1 1 \n" +"layout (std140) uniform ub_world_lighting\n" "{\n" -" float d = dot( plane.xyz, dir );\n" -" float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n" -" return t*0.04;\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