X-Git-Url: https://eleni.mutantstargoat.com/git/?p=demo;a=blobdiff_plain;f=gl_shaders%2Fmorphing.f.glsl;fp=gl_shaders%2Fmorphing.f.glsl;h=de6dda99e4fdd15b42110f3171fb84eced3bdf54;hp=ddb05794a52320646f1a64823c013ad39f7a12e8;hb=05d269a194496bcef85da78652b947f5bf1c9bcf;hpb=6cecb8f16f1863496884ca86790375dbb27138ba diff --git a/gl_shaders/morphing.f.glsl b/gl_shaders/morphing.f.glsl index ddb0579..de6dda9 100644 --- a/gl_shaders/morphing.f.glsl +++ b/gl_shaders/morphing.f.glsl @@ -1,41 +1,33 @@ #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; -uniform float fog_density; -const vec3 sky_color = vec3(0.35, 0.5, 0.65); +layout(std140, binding = SHADING_UNIFORMS) uniform fu { + vec4 diffuse; + vec4 specular; + float shininess; + float fog_density; +} s; + +/* varyings */ +layout(location = 4) in vec3 pos; +layout(location = 5) in vec2 tex_coord; +layout(location = 6) in vec3 world_normal; -varying vec3 pos; -// varying vec3 normal; -// varying vec3 ldir; -varying vec2 tex_coord; -varying vec3 world_normal; +layout(location = 0) out vec4 color; -out vec4 color; +const vec3 sky_color = vec3(0.35, 0.5, 0.65); void main() { vec4 itexel = textureCube(dstex, normalize(world_normal)); - // vec3 p = normalize(pos); - // 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); - vec4 texel = texture2D(tex, tex_coord); - // vec3 object_color = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec; - vec3 object_color = diffuse.xyz * texel.xyz * itexel.xyz; + vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz; 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); color.xyz = mix(sky_color, object_color, fog); color.w = 1.0;