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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-04-03 12:04:14 +0100 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-04-03 12:04:14 +0100 |
| commit | 4d04572e48950493ce85255d181be43967f362fd (patch) | |
| tree | f74d055f151472cda3fa3fc0f760eb6219dd9fad /gfx/gl/shaders | |
| parent | Use std::chrono for worldTime (diff) | |
| parent | Fix direction of difference vector calculating railVehicle new position (diff) | |
| download | ilt-4d04572e48950493ce85255d181be43967f362fd.tar.bz2 ilt-4d04572e48950493ce85255d181be43967f362fd.tar.xz ilt-4d04572e48950493ce85255d181be43967f362fd.zip | |
Merge branch 'shared-locations'
Diffstat (limited to 'gfx/gl/shaders')
| -rw-r--r-- | gfx/gl/shaders/billboard.vert | 10 | ||||
| -rw-r--r-- | gfx/gl/shaders/commonLocationData.glsl | 20 | ||||
| -rw-r--r-- | gfx/gl/shaders/dynamicPointInst.vert | 6 | ||||
| -rw-r--r-- | gfx/gl/shaders/pointLight.vert | 8 | ||||
| -rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInst.vert | 6 | ||||
| -rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert | 6 | ||||
| -rw-r--r-- | gfx/gl/shaders/shadowDynamicPointStencil.vert | 10 | ||||
| -rw-r--r-- | gfx/gl/shaders/spotLight.vert | 8 |
8 files changed, 57 insertions, 17 deletions
diff --git a/gfx/gl/shaders/billboard.vert b/gfx/gl/shaders/billboard.vert index faf8b19..d6d3869 100644 --- a/gfx/gl/shaders/billboard.vert +++ b/gfx/gl/shaders/billboard.vert @@ -1,12 +1,15 @@ #version 460 core +#extension GL_ARB_shading_language_include : enable + +#include "commonLocationData.glsl" uniform mat4 viewProjection; uniform ivec4 viewPort; uniform ivec3 viewPoint; uniform vec3 centre; uniform float size; -layout(location = 0) in ivec3 modelPos; -layout(location = 1) in float yaw; + +layout(location = 0) in uint index; flat out vec3 ModelPos; flat out float Yaw; @@ -15,8 +18,9 @@ flat out float Depth; void main() { + const ivec3 modelPos = locations[cldIndex[index]].position.xyz; ModelPos = modelPos - viewPoint; - Yaw = yaw; + Yaw = locations[cldIndex[index]].rotation.x; gl_Position = viewProjection * vec4(ModelPos + centre, 1); Depth = gl_Position.w; gl_PointSize = (viewPort.w * size * 2) / gl_Position.w; diff --git a/gfx/gl/shaders/commonLocationData.glsl b/gfx/gl/shaders/commonLocationData.glsl new file mode 100644 index 0000000..4939b9b --- /dev/null +++ b/gfx/gl/shaders/commonLocationData.glsl @@ -0,0 +1,20 @@ +#ifndef COMMON_LOCATION_DATA_INCLUDED +#define COMMON_LOCATION_DATA_INCLUDED + +struct CommonLocationData { + ivec4 position; + vec4 rotation; + mat3x4 rotationMatrix; +}; + +layout(binding = 0, std430) restrict readonly buffer commonLocationData +{ + CommonLocationData locations[]; +}; + +layout(binding = 1, std430) restrict readonly buffer commonLocationDataIndex +{ + uint cldIndex[]; +}; + +#endif diff --git a/gfx/gl/shaders/dynamicPointInst.vert b/gfx/gl/shaders/dynamicPointInst.vert index 7a00099..7c50706 100644 --- a/gfx/gl/shaders/dynamicPointInst.vert +++ b/gfx/gl/shaders/dynamicPointInst.vert @@ -3,12 +3,14 @@ layout(binding = 1) uniform usampler2DRect materialData; +#include "commonLocationData.glsl" #include "materialInterface.glsl" #include "meshIn.glsl" uniform mat4 viewProjection; uniform ivec3 viewPoint; -layout(location = 5) in mat3 model; -layout(location = 8) in ivec3 modelPos; +layout(location = 5) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; #include "commonPoint.glsl" diff --git a/gfx/gl/shaders/pointLight.vert b/gfx/gl/shaders/pointLight.vert index b8ddecb..61953ad 100644 --- a/gfx/gl/shaders/pointLight.vert +++ b/gfx/gl/shaders/pointLight.vert @@ -1,10 +1,14 @@ #version 460 core +#extension GL_ARB_shading_language_include : enable + +#include "commonLocationData.glsl" layout(location = 0) in vec3 v_position; layout(location = 1) in vec3 v_colour; layout(location = 2) in float v_kq; -layout(location = 3) in mat3 model; -layout(location = 6) in ivec3 modelPos; +layout(location = 3) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; uniform ivec3 viewPoint; diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vert b/gfx/gl/shaders/shadowDynamicPointInst.vert index d020717..b978e4a 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vert +++ b/gfx/gl/shaders/shadowDynamicPointInst.vert @@ -1,10 +1,12 @@ #version 460 core #extension GL_ARB_shading_language_include : enable +#include "commonLocationData.glsl" #include "meshIn.glsl" uniform ivec3 viewPoint; -layout(location = 5) in mat3 model; -layout(location = 8) in ivec3 modelPos; +layout(location = 5) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; #include "commonShadowPoint.glsl" diff --git a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert index 51b05c8..a5e8245 100644 --- a/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert +++ b/gfx/gl/shaders/shadowDynamicPointInstWithTextures.vert @@ -4,12 +4,14 @@ layout(binding = 4) uniform usampler2DRect materialData; +#include "commonLocationData.glsl" #include "getMaterialDetail.glsl" #include "materialInterface.glsl" #include "meshIn.glsl" uniform ivec3 viewPoint; -layout(location = 5) in mat3 model; -layout(location = 8) in ivec3 modelPos; +layout(location = 5) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; #include "commonShadowPoint.glsl" diff --git a/gfx/gl/shaders/shadowDynamicPointStencil.vert b/gfx/gl/shaders/shadowDynamicPointStencil.vert index b750b3e..0a41143 100644 --- a/gfx/gl/shaders/shadowDynamicPointStencil.vert +++ b/gfx/gl/shaders/shadowDynamicPointStencil.vert @@ -1,7 +1,9 @@ #version 460 core +#extension GL_ARB_shading_language_include : enable -layout(location = 0) in ivec3 worldPos; -layout(location = 1) in float modelYaw; +#include "commonLocationData.glsl" + +layout(location = 0) in uint index; uniform ivec3 viewPoint; uniform vec3 centre; @@ -11,6 +13,6 @@ out ivec3 vworldPos; void main() { - vmodelYaw = modelYaw; - vworldPos = worldPos - viewPoint + ivec3(centre); + vmodelYaw = locations[cldIndex[index]].rotation.x; + vworldPos = locations[cldIndex[index]].position.xyz - viewPoint + ivec3(centre); } diff --git a/gfx/gl/shaders/spotLight.vert b/gfx/gl/shaders/spotLight.vert index 83f3859..6f72a63 100644 --- a/gfx/gl/shaders/spotLight.vert +++ b/gfx/gl/shaders/spotLight.vert @@ -1,12 +1,16 @@ #version 460 core +#extension GL_ARB_shading_language_include : enable + +#include "commonLocationData.glsl" layout(location = 0) in vec3 v_position; layout(location = 1) in vec3 v_direction; layout(location = 2) in vec3 v_colour; layout(location = 3) in float v_kq; layout(location = 4) in float v_arc; -layout(location = 5) in mat3 model; -layout(location = 8) in ivec3 modelPos; +layout(location = 5) in uint index; +mat3 model = mat3(locations[cldIndex[index]].rotationMatrix); +ivec3 modelPos = locations[cldIndex[index]].position.xyz; uniform ivec3 viewPoint; |
