#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"
/* XXX This is incorrect with normal mapping, since the vectors are in TBN
space but environment map is expected to be in eye space */
"e", "\tvec4 reflection = textureCube(environment, n_normal*(dot(n_normal, v_eye_dir)*2.0)-v_eye_dir);\n",
- 0, "\tgl_FragColor = ",
- "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
- "t", "texture2D(texture, v_texcoord)",
+ "t", "\tvec4 tex_sample = texture2D(texture, v_texcoord);\n",
+ 0, "\tgl_FragColor.rgb = ",
+ "!t!l!m", "vec3(1.0)",
+ "t", "tex_sample.rgb",
"l|mt", "*",
- "!lm", "v_color",
+ "!lm", "v_color.rgb",
"l", "((l_diffuse",
- "lm", "*gl_FrontLightProduct[0].diffuse",
+ "lm", "*gl_FrontLightProduct[0].diffuse.rgb",
"p", "+l_specular",
- "pm", "*gl_FrontLightProduct[0].specular",
+ "pm", "*gl_FrontLightProduct[0].specular.rgb",
"l", ")",
"s", "*l_shadow",
- "lm", "+gl_FrontLightModelProduct.sceneColor",
+ "lm", "+gl_FrontLightModelProduct.sceneColor.rgb",
"l", ")",
- "e", "+reflection*reflectivity",
+ "e", "+reflection.rgb*reflectivity",
+ 0, ";\n",
+ 0, "\tgl_FragColor.a = ",
+ "!m", "1.0",
+ "!lm", "v_color.a",
+ "lm", "gl_FrontMaterial.diffuse.a",
+ "t", "*tex_sample.a",
0, ";\n",
0, "}\n",
0, 0
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