diff options
| author | tech kaczynski <tk@techkaczynski.dev> | 2026-11-02 03:23:17 +1000 |
|---|---|---|
| committer | tech kaczynski <tk@techkaczynski.dev> | 2026-11-02 03:23:17 +1000 |
| commit | b47b2e022bfa74cd94d3296aae6bd34ca4afff02 (patch) | |
| tree | 5fa05b743289e1ab877a85c1bf1874be2736f04f /res/sdr/mdl_vtx_lit.vs | |
| parent | 040a896cb98963c74916c0b833efa9df2ef965e3 (diff) | |
new shaders for foliage, new material settings, added lots of assets.
Diffstat (limited to 'res/sdr/mdl_vtx_lit.vs')
| -rw-r--r-- | res/sdr/mdl_vtx_lit.vs | 47 |
1 files changed, 14 insertions, 33 deletions
diff --git a/res/sdr/mdl_vtx_lit.vs b/res/sdr/mdl_vtx_lit.vs index c69cb3d..d9b2bce 100644 --- a/res/sdr/mdl_vtx_lit.vs +++ b/res/sdr/mdl_vtx_lit.vs @@ -19,46 +19,27 @@ uniform float moon_intensity; uniform vec3 ambient_colour; uniform float ambient_intensity; +uniform vec2 uv_tiling; +uniform vec2 uv_offset; + out vec2 frag_texcoord; out vec4 frag_colour; out vec3 frag_lighting; +out vec3 frag_normal; -void -main() { - vec3 world_normal = normalize( - (matNormal * vec4(vertexNormal, 0.0)).xyz - ); - - float sun_diffuse = max( - dot(world_normal, sun_direction), - 0.0 - ); - - float moon_diffuse = max( - dot(world_normal, moon_direction), - 0.0 - ); - - vec3 ambient_light = - ambient_colour * ambient_intensity; - - vec3 sun_light = - sun_colour * - sun_intensity * - sun_diffuse; - - vec3 moon_light = - moon_colour * - moon_intensity * - moon_diffuse; +void main() { + vec3 world_normal = normalize((matNormal * vec4(vertexNormal, 0.0)).xyz); + float sun_diffuse = max(dot(world_normal, sun_direction), 0.0); + float moon_diffuse = max(dot(world_normal, moon_direction), 0.0); - frag_lighting = - ambient_light + - sun_light + - moon_light; + vec3 ambient_light = ambient_colour * ambient_intensity; + vec3 sun_light = sun_colour * sun_intensity * sun_diffuse; + vec3 moon_light = moon_colour * moon_intensity * moon_diffuse; - frag_texcoord = vertexTexCoord; + frag_lighting = ambient_light + sun_light + moon_light; + frag_texcoord = vertexTexCoord * uv_tiling + uv_offset; frag_colour = vertexColor; + frag_normal = world_normal; gl_Position = mvp * vec4(vertexPosition, 1.0); } |
