#include <algorithm>
+#include <msp/core/hash.h>
+#include <msp/strings/format.h>
#include "arb_shader_objects.h"
#include "arb_vertex_shader.h"
#include "error.h"
"lr", "\tvec3 eye_normal = transform_normal(gl_Normal);\n",
"l!r", "\tvec3 eye_normal = gl_NormalMatrix*gl_Normal;\n",
"l!n", "\tv_normal = eye_normal;\n",
- "n", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
- "n", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
+ "nr", "\tvec3 eye_tangent = transform_normal(tangent);\n",
+ "n!r", "\tvec3 eye_tangent = gl_NormalMatrix*tangent;\n",
+ "nr", "\tvec3 eye_binormal = transform_normal(binormal);\n",
+ "n!r", "\tvec3 eye_binormal = gl_NormalMatrix*binormal;\n",
"l", "\tvec3 eye_light_dir = normalize(gl_LightSource[0].position.xyz-eye_pos.xyz*gl_LightSource[0].position.w);\n",
"n", "\tv_light_dir = vec3(dot(eye_tangent, eye_light_dir), dot(eye_binormal, eye_light_dir), dot(eye_normal, eye_light_dir));\n",
"l!n", "\tv_light_dir = eye_light_dir;\n",
uniforms[name] = info;
}
}
+
+ string layout_descriptor;
+ for(map<string, UniformInfo>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
+ if(i->second.location>=0)
+ {
+ if(!layout_descriptor.empty())
+ layout_descriptor += '\n';
+ layout_descriptor += format("%d:%s:%x", i->second.location, i->second.name, i->second.type);
+ }
+ uniform_layout_hash = hash32(layout_descriptor);
}
string Program::get_info_log() const