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authorDan Goodliffe <dan@randomdan.homeip.net>2026-02-06 19:56:46 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-02-06 19:56:46 +0000
commit99f5033fdc6e2701bf5bb76e89e100a846cbba80 (patch)
treeb72ec7920738132166daab88b6fdb895819dac04 /gfx/gl/sceneShader.cpp
parentAdd glDebugScope (diff)
parentMake similar array tidy-up to networkStraight shaders (diff)
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Merge branch 'glmax'
Diffstat (limited to 'gfx/gl/sceneShader.cpp')
-rw-r--r--gfx/gl/sceneShader.cpp54
1 files changed, 28 insertions, 26 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp
index 4b82ae4..72cde91 100644
--- a/gfx/gl/sceneShader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -1,23 +1,25 @@
#include "sceneShader.h"
-#include <gfx/gl/shaders/fs-landmass.h>
-#include <gfx/gl/shaders/fs-material.h>
-#include <gfx/gl/shaders/fs-network.h>
-#include <gfx/gl/shaders/fs-pointLight.h>
-#include <gfx/gl/shaders/fs-spotLight.h>
-#include <gfx/gl/shaders/fs-water.h>
-#include <gfx/gl/shaders/gs-networkCurve.h>
-#include <gfx/gl/shaders/gs-networkStraight.h>
-#include <gfx/gl/shaders/gs-pointLight.h>
-#include <gfx/gl/shaders/gs-spotLight.h>
-#include <gfx/gl/shaders/vs-dynamicPoint.h>
-#include <gfx/gl/shaders/vs-dynamicPointInst.h>
-#include <gfx/gl/shaders/vs-fixedPoint.h>
-#include <gfx/gl/shaders/vs-landmass.h>
-#include <gfx/gl/shaders/vs-networkCurve.h>
-#include <gfx/gl/shaders/vs-networkStraight.h>
-#include <gfx/gl/shaders/vs-pointLight.h>
-#include <gfx/gl/shaders/vs-spotLight.h>
-#include <gfx/gl/shaders/vs-water.h>
+#include <gfx/gl/shaders/dynamicPoint-vert.h>
+#include <gfx/gl/shaders/dynamicPointInst-vert.h>
+#include <gfx/gl/shaders/fixedPoint-vert.h>
+#include <gfx/gl/shaders/landmass-frag.h>
+#include <gfx/gl/shaders/landmass-vert.h>
+#include <gfx/gl/shaders/material-frag.h>
+#include <gfx/gl/shaders/network-frag.h>
+#include <gfx/gl/shaders/networkCurve-geom.h>
+#include <gfx/gl/shaders/networkCurve-tesc.h>
+#include <gfx/gl/shaders/networkCurve-tese.h>
+#include <gfx/gl/shaders/networkCurve-vert.h>
+#include <gfx/gl/shaders/networkStraight-geom.h>
+#include <gfx/gl/shaders/networkStraight-vert.h>
+#include <gfx/gl/shaders/pointLight-frag.h>
+#include <gfx/gl/shaders/pointLight-geom.h>
+#include <gfx/gl/shaders/pointLight-vert.h>
+#include <gfx/gl/shaders/spotLight-frag.h>
+#include <gfx/gl/shaders/spotLight-geom.h>
+#include <gfx/gl/shaders/spotLight-vert.h>
+#include <gfx/gl/shaders/water-frag.h>
+#include <gfx/gl/shaders/water-vert.h>
#include <gfx/gl/vertexArrayObject.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/transform.hpp>
@@ -34,11 +36,11 @@ SceneShader::allPrograms(auto member, auto &&... ps) const
}
SceneShader::SceneShader() :
- basicInst {dynamicPointInst_vs, material_fs}, absolute {fixedPoint_vs, material_fs},
- spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs},
- pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs}, landmass {landmass_vs, landmass_fs},
- networkStraight {networkStraight_vs, networkStraight_gs, network_fs},
- networkCurve {networkCurve_vs, networkCurve_gs, network_fs}
+ basicInst {dynamicPointInst_vert, material_frag}, absolute {fixedPoint_vert, material_frag},
+ spotLightInst {spotLight_vert, spotLight_geom, spotLight_frag},
+ pointLightInst {pointLight_vert, pointLight_geom, pointLight_frag}, landmass {landmass_vert, landmass_frag},
+ networkStraight {networkStraight_vert, networkStraight_geom, network_frag},
+ networkCurve {networkCurve_vert, networkCurve_tesc, networkCurve_tese, networkCurve_geom, network_frag}
{
}
@@ -71,7 +73,7 @@ SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const
}
}
-SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs} { }
+SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vert, material_frag} { }
void
SceneShader::BasicProgram::setModel(Location const & location) const
@@ -104,7 +106,7 @@ SceneShader::NetworkProgram::use(
glUniform(profileLengthLoc, static_cast<GLuint>(profile.size()));
}
-SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs} { }
+SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vert, water_frag} { }
void
SceneShader::WaterProgram::use(float waveCycle) const