X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fmsp_interface.glsl;h=3ad27c43351aff10ad3ad9a8bee164098563b06e;hb=fd92cb5c68eefa4d32fbedbfa41fecc433a886a3;hp=6a8ee8d8f63713260ff05b98879b8e7f30644505;hpb=3500f13f51dabadd2e7f06b81820936520cc8115;p=libs%2Fgl.git diff --git a/shaderlib/msp_interface.glsl b/shaderlib/msp_interface.glsl index 6a8ee8d8..3ad27c43 100644 --- a/shaderlib/msp_interface.glsl +++ b/shaderlib/msp_interface.glsl @@ -1,82 +1,42 @@ struct LightSourceParameters { vec4 position; - vec4 diffuse; - vec4 specular; + vec3 color; + int type; + vec3 attenuation; }; -struct BasicMaterialParameters +layout(push_constant) uniform ObjectTransform { - vec4 diffuse; - vec4 specular; - vec4 emission; - float shininess; - float reflectivity; + mat4 world_obj_matrix; + mat3 world_obj_normal_matrix; }; - -struct ClipPlane -{ - vec4 equation; -}; - -uniform mat4 eye_obj_matrix; -uniform mat3 eye_obj_normal_matrix; -uniform Transform +uniform CameraTransform { mat4 eye_world_matrix; - mat4 projection_matrix; -}; - -uniform BasicMaterial -{ - BasicMaterialParameters basic_material; + 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; }; -uniform sampler2D diffuse_map; -uniform sampler2D specular_map; -uniform sampler2D shininess_map; -uniform sampler2D emission_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; -uniform Clipping -{ - ClipPlane clip_planes[max_clip_planes]; -}; - #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=12) in vec4 instance_transform[3]; - -#pragma MSP stage(fragment) -layout(location=0) out vec4 frag_color; +layout(location=3) in vec3 tangent; +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];