X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=shaderlib%2Fsinglepass.glsl;h=50c3841f3b267afa665a869424030677cbe98dc8;hb=4bee7581168e0803dd24568b61e590d2a4830f96;hp=a1062fed7125bd2f69886e33c3d9a61bec25b7a3;hpb=a873639a9346082f9e71145a2b318bea32bfdeb6;p=libs%2Fgl.git diff --git a/shaderlib/singlepass.glsl b/shaderlib/singlepass.glsl index a1062fed..50c3841f 100644 --- a/shaderlib/singlepass.glsl +++ b/shaderlib/singlepass.glsl @@ -43,7 +43,7 @@ uniform Lighting LightSourceParameters light_sources[1]; vec4 ambient_color; vec4 sky_color; - vec3 eye_sky_dir; + vec3 eye_zenith_dir; float horizon_limit; vec4 fog_color; float fog_density; @@ -76,7 +76,7 @@ uniform Clipping ClipPlane clip_planes[max_clip_planes]; }; -////// vertex +#pragma MSP stage(vertex) layout(location=0) in vec4 vertex; layout(location=8) in vec4 texcoord; layout(location=3) in vec4 color; @@ -113,7 +113,7 @@ void singlepass_transform_and_lighting() ldir = ldir*eye_tbn_matrix; out vec3 light_dir = ldir; - out vec3 tbn_sky_dir = eye_sky_dir*eye_tbn_matrix; + out vec3 tbn_zenith_dir = eye_zenith_dir*eye_tbn_matrix; out vec3 shadow_coord = (shd_eye_matrix*eye_vertex).xyz; out float fog_coord = eye_vertex.z; @@ -127,7 +127,7 @@ void main() passthrough; } -////// fragment +#pragma MSP stage(fragment) layout(location=0) out vec4 frag_color; vec4 get_diffuse_sample() @@ -156,12 +156,12 @@ vec3 singlepass_lighting() vec3 ambient_light = ambient_color.rgb; if(use_sky) { - vec3 sky_dir; + vec3 zenith_dir; if(use_normal_map) - sky_dir = tbn_sky_dir; + zenith_dir = tbn_zenith_dir; else - sky_dir = eye_sky_dir; - float skylight_intensity = dot(normal, sky_dir)*0.5+0.5; + zenith_dir = eye_zenith_dir; + float skylight_intensity = dot(normal, zenith_dir)*0.5+0.5; ambient_light += skylight_intensity*sky_color.rgb; }