X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=ca3ab47340ffdb343247e88a65d8c3d312083aa3;hb=bdac014448b6ec968fe645f1581f321144f07dba;hp=8a1d4df962f0e37088a409dd4cf231f1392f76fb;hpb=6d66c67945f84476d6ac75a0497007cc30bcf58c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 8a1d4df..ca3ab47 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -7,17 +7,19 @@ static struct vg_shader _shader_water = { .link = shader_water_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_water = { ""}, .fs = { -.orig_file = "../shaders/water.fs", +.orig_file = "../../shaders/water.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -218,8 +220,8 @@ static struct vg_shader _shader_water = { ""}, }; -static GLuint _uniform_water_uPv; static GLuint _uniform_water_uMdl; +static GLuint _uniform_water_uPv; static GLuint _uniform_water_uTexMain; static GLuint _uniform_water_uTexDudv; static GLuint _uniform_water_uTexBack; @@ -228,12 +230,12 @@ static GLuint _uniform_water_uTime; static GLuint _uniform_water_uCamera; static GLuint _uniform_water_uSurfaceY; static GLuint _uniform_water_g_world_depth; -static void shader_water_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m ); -} static void shader_water_uMdl(m4x3f m){ glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m ); } +static void shader_water_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m ); +} static void shader_water_uTexMain(int i){ glUniform1i( _uniform_water_uTexMain, i ); } @@ -263,8 +265,8 @@ static void shader_water_register(void){ } static void shader_water_use(void){ glUseProgram(_shader_water.id); } static void shader_water_link(void){ - _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" ); _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" ); + _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" ); _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" ); _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" ); _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );