X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fmsp_interface.glsl;h=3ad27c43351aff10ad3ad9a8bee164098563b06e;hb=5ced451549e2238bb1195d03419437a395b9afec;hp=b86d09bb32e4a5cdc3d49423f5336cf9d896cae1;hpb=594f5277e988a5a7b3b4ae381993da68ed733733;p=libs%2Fgl.git diff --git a/shaderlib/msp_interface.glsl b/shaderlib/msp_interface.glsl index b86d09bb..3ad27c43 100644 --- a/shaderlib/msp_interface.glsl +++ b/shaderlib/msp_interface.glsl @@ -1,53 +1,42 @@ struct LightSourceParameters { vec4 position; - vec4 diffuse; - vec4 specular; + vec3 color; + int type; + vec3 attenuation; }; -struct ClipPlane +layout(push_constant) uniform ObjectTransform { - vec4 equation; + mat4 world_obj_matrix; + mat3 world_obj_normal_matrix; }; - -uniform mat4 eye_obj_matrix; -uniform mat3 eye_obj_normal_matrix; -uniform Transform +uniform CameraTransform { mat4 eye_world_matrix; - mat4 projection_matrix; + mat4 world_eye_matrix; + mat4 clip_eye_matrix; + mat4 eye_clip_matrix; }; +const int max_lights = 6; uniform Lighting { - // Declared as an array for compatibility reasons - LightSourceParameters light_sources[1]; + LightSourceParameters light_sources[max_lights]; vec4 ambient_color; - vec4 sky_color; - vec3 eye_zenith_dir; - float horizon_limit; vec4 fog_color; float fog_density; }; -layout(constant_id=auto) const bool use_clipping = false; -layout(constant_id=auto) const int max_clip_planes = 8; -uniform Clipping -{ - ClipPlane clip_planes[max_clip_planes]; -}; - #pragma MSP stage(vertex) layout(location=0) in vec4 vertex; layout(location=1) in vec4 color; layout(location=2) in vec3 normal; 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=4) in ivec4 group; +layout(location=5) in vec4 weight; +layout(location=6) in vec4 texcoord; +layout(location=7) in vec4 texcoord1; +layout(location=8) in vec4 texcoord2; +layout(location=9) in vec4 texcoord3; layout(location=13) in vec4 instance_transform[3]; - -#pragma MSP stage(fragment) -layout(location=0) out vec4 frag_color;