X-Git-Url: https://eleni.mutantstargoat.com/git/?p=demo;a=blobdiff_plain;f=gl_shaders%2Fdefault.f.glsl;fp=gl_shaders%2Fdefault.f.glsl;h=fe78fbc7e030bc69baa74c3f3f51032effc5fe54;hp=ad4b77ac2731e7ab3e669ebf2673c4e4386d6f8e;hb=05d269a194496bcef85da78652b947f5bf1c9bcf;hpb=6cecb8f16f1863496884ca86790375dbb27138ba diff --git a/gl_shaders/default.f.glsl b/gl_shaders/default.f.glsl index ad4b77a..fe78fbc 100644 --- a/gl_shaders/default.f.glsl +++ b/gl_shaders/default.f.glsl @@ -1,45 +1,38 @@ #version 450 -uniform sampler2D tex; -uniform samplerCube dstex; +#define SHADING_UNIFORMS 1 -uniform vec4 diffuse; -uniform vec4 specular; -uniform float shininess; +layout(binding = 0) uniform sampler2D tex; +layout(binding = 1) uniform samplerCube dstex; -varying vec3 pos; -// varying vec3 normal; -// varying vec3 ldir; -varying vec2 tex_coord; -varying vec3 world_normal; +layout(std140, binding = SHADING_UNIFORMS) uniform fu { + vec4 diffuse; + vec4 specular; + float shininess; + float fog_density; +} s; -// const float fog_density = 0.005; -uniform float fog_density; const vec3 sky_color = vec3(0.35, 0.5, 0.65); +// const float fog_density = 0.005; + +/* varyings */ +layout(location = 4) in vec3 pos; +layout(location = 5) in vec2 tex_coord; +layout(location = 6) in vec3 world_normal; -out vec4 color; +layout(location = 0) out vec4 color; void main() { vec4 itexel = textureCube(dstex, normalize(world_normal)); -/* vec3 p = normalize(pos); // view space dir - vec3 n = normalize(normal); - vec3 l = normalize(ldir); - - vec3 r = normalize(-reflect(l, n)); - vec3 vdir = normalize(-p); - - float cdiff = max(dot(l, n), 0.0); - float cspec = pow(max(dot(r, vdir), 0.0), shininess); */ - float dist = -pos.z; - float fog = clamp(exp(-fog_density * dist), 0.0, 1.0); + float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0); vec4 texel = texture2D(tex, tex_coord); // vec3 object_color = (diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec) * itexel.xyz; - vec3 object_color = diffuse.xyz * texel.xyz * itexel.xyz; + vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; color.xyz = mix(sky_color, object_color, fog); color.w = 1.0;