X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fmsp_interface.glsl;h=e35b984845cf318fc0ec70b9b18042719ab6f12e;hb=82282de52e8e8f3bbafefaf92bf76f53f2c2495e;hp=e606edf94a55e24f4956c2fab0fb5ad15aa9011a;hpb=f0293969980969f5b19a2a3c665ea068617dab49;p=libs%2Fgl.git diff --git a/shaderlib/msp_interface.glsl b/shaderlib/msp_interface.glsl index e606edf9..e35b9848 100644 --- a/shaderlib/msp_interface.glsl +++ b/shaderlib/msp_interface.glsl @@ -1,16 +1,7 @@ struct LightSourceParameters { vec4 position; - vec4 diffuse; - vec4 specular; -}; - -struct MaterialParameters -{ - vec4 ambient; - vec4 diffuse; - vec4 specular; - float shininess; + vec3 color; }; struct ClipPlane @@ -18,17 +9,12 @@ struct ClipPlane vec4 equation; }; -uniform mat4 eye_obj_matrix; -uniform mat3 eye_obj_normal_matrix; +uniform mat4 world_obj_matrix; +uniform mat3 world_obj_normal_matrix; uniform Transform { - mat4 projection_matrix; -}; - -uniform Material -{ - MaterialParameters material; - float reflectivity; + mat4 eye_world_matrix; + mat4 clip_eye_matrix; }; uniform Lighting @@ -37,29 +23,14 @@ uniform Lighting LightSourceParameters light_sources[1]; vec4 ambient_color; vec4 sky_color; - vec3 eye_zenith_dir; + vec3 world_zenith_dir; float horizon_limit; vec4 fog_color; 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 bool use_clipping = false; +layout(constant_id=auto) const int max_clip_planes = 8; uniform Clipping { ClipPlane clip_planes[max_clip_planes]; @@ -67,11 +38,16 @@ 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 vec4 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;