X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fmsp_interface.glsl;h=2458b97d6b2d08e36de81c6e3f2397b32c930aa8;hb=68b74ce23dd20822b07d79dc25aa0a0a19ef27a5;hp=e606edf94a55e24f4956c2fab0fb5ad15aa9011a;hpb=f0293969980969f5b19a2a3c665ea068617dab49;p=libs%2Fgl.git diff --git a/shaderlib/msp_interface.glsl b/shaderlib/msp_interface.glsl index e606edf9..2458b97d 100644 --- a/shaderlib/msp_interface.glsl +++ b/shaderlib/msp_interface.glsl @@ -5,14 +5,6 @@ struct LightSourceParameters vec4 specular; }; -struct MaterialParameters -{ - vec4 ambient; - vec4 diffuse; - vec4 specular; - float shininess; -}; - struct ClipPlane { vec4 equation; @@ -22,15 +14,10 @@ uniform mat4 eye_obj_matrix; uniform mat3 eye_obj_normal_matrix; uniform Transform { + mat4 eye_world_matrix; mat4 projection_matrix; }; -uniform Material -{ - MaterialParameters material; - float reflectivity; -}; - uniform Lighting { // Declared as an array for compatibility reasons @@ -43,23 +30,7 @@ uniform Lighting float fog_density; }; -uniform sampler2D diffuse_map; -uniform sampler2D normal_map; - -uniform sampler2DShadow shadow; -uniform ShadowMap -{ - float shadow_darkness; - mat4 shd_eye_matrix; -}; - -uniform samplerCube environment; -uniform EnvMap -{ - mat3 env_eye_matrix; -}; - -const int max_clip_planes = 0; +layout(constant_id=auto) const int max_clip_planes = 0; uniform Clipping { ClipPlane clip_planes[max_clip_planes]; @@ -67,11 +38,15 @@ uniform Clipping #pragma MSP stage(vertex) layout(location=0) in vec4 vertex; -layout(location=8) in vec4 texcoord; -layout(location=3) in vec4 color; +layout(location=1) in vec4 color; layout(location=2) in vec3 normal; -layout(location=4) in vec3 tangent; -layout(location=5) in vec3 binormal; +layout(location=3) in vec3 tangent; +layout(location=4) in vec3 binormal; +layout(location=7) in vec4 texcoord; +layout(location=8) in vec4 texcoord1; +layout(location=9) in vec4 texcoord2; +layout(location=10) in vec4 texcoord3; +layout(location=13) in vec4 instance_transform[3]; #pragma MSP stage(fragment) layout(location=0) out vec4 frag_color;