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authortech kaczynski <tk@techkaczynski.dev>2026-11-02 03:23:17 +1000
committertech kaczynski <tk@techkaczynski.dev>2026-11-02 03:23:17 +1000
commitb47b2e022bfa74cd94d3296aae6bd34ca4afff02 (patch)
tree5fa05b743289e1ab877a85c1bf1874be2736f04f /res/sdr/mdl_vtx_lit.vs
parent040a896cb98963c74916c0b833efa9df2ef965e3 (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.vs47
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);
}