X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fvblend.h;h=b8027c10e5df4f8375bd5a27bedaf1b5c898e575;hb=d045af680c6b8ca267a7aded69e2e510e659d2ab;hp=3f5bfdc14ed136eb21c6856f253926a1af0e797f;hpb=6d66c67945f84476d6ac75a0497007cc30bcf58c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/vblend.h b/shaders/vblend.h index 3f5bfdc..b8027c1 100644 --- a/shaders/vblend.h +++ b/shaders/vblend.h @@ -7,12 +7,14 @@ 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" @@ -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" @@ -151,14 +152,14 @@ 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" " vec3 vfrag = vec3(0.5,0.5,0.5);\n" "\n" " // ws modulation\n" -" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );\n" +" vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );\n" " \n" " // Creating normal patches\n" " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n" @@ -203,7 +204,6 @@ static GLuint _uniform_vblend_uMdl; 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 ); @@ -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 ); } @@ -236,7 +233,6 @@ static void shader_vblend_link(void){ _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 */