X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fvblend.h;h=61b0ccec1b77eef911b69f4e3d443b10509ba94c;hb=bdac014448b6ec968fe645f1581f321144f07dba;hp=5738ef11c135e48f4cb385dedc450e18690d36bf;hpb=98ecdd9f0377f1563566fe4d3d3b8185a055ec4d;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/vblend.h b/shaders/vblend.h index 5738ef1..61b0cce 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" @@ -38,14 +40,13 @@ static struct vg_shader _shader_vblend = { ""}, .fs = { -.orig_file = "../shaders/vblend.fs", +.orig_file = "../../shaders/vblend.fs", .static_src = "out vec4 FragColor;\n" "\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" -"uniform vec4 uPlane;\n" "\n" "in vec4 aColour;\n" "in vec2 aUv;\n" @@ -151,7 +152,7 @@ static struct vg_shader _shader_vblend = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 15 0 \n" +"#line 14 0 \n" "\n" "void main()\n" "{\n" @@ -198,19 +199,18 @@ 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_uPlane; 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 ); } @@ -220,9 +220,6 @@ static void shader_vblend_uTexGradients(int i){ static void shader_vblend_uCamera(v3f v){ glUniform3fv( _uniform_vblend_uCamera, 1, v ); } -static void shader_vblend_uPlane(v4f v){ - glUniform4fv( _uniform_vblend_uPlane, 1, v ); -} static void shader_vblend_g_world_depth(int i){ glUniform1i( _uniform_vblend_g_world_depth, i ); } @@ -231,12 +228,11 @@ 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" ); - _uniform_vblend_uPlane = glGetUniformLocation( _shader_vblend.id, "uPlane" ); _uniform_vblend_g_world_depth = glGetUniformLocation( _shader_vblend.id, "g_world_depth" ); } #endif /* SHADER_vblend_H */