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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-12-03 12:37:46 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-12-03 12:37:46 +0000 |
commit | 4e6f8db35ddc8fd3f310bb5616d257b5f9996d94 (patch) | |
tree | f764ab4c884cbad4e0621cb811701459cc57781c /gfx/gl/shaders | |
parent | Test case for finding ray entry points (diff) | |
download | ilt-4e6f8db35ddc8fd3f310bb5616d257b5f9996d94.tar.bz2 ilt-4e6f8db35ddc8fd3f310bb5616d257b5f9996d94.tar.xz ilt-4e6f8db35ddc8fd3f310bb5616d257b5f9996d94.zip |
Shader viewPoint now an integer
Diffstat (limited to 'gfx/gl/shaders')
-rw-r--r-- | gfx/gl/shaders/dynamicPoint.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/dynamicPointInst.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/fixedPoint.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.gs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/pointLight.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPoint.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowDynamicPointInst.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/shadowFixedPoint.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.gs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/spotLight.vs | 2 | ||||
-rw-r--r-- | gfx/gl/shaders/water.vs | 2 |
11 files changed, 11 insertions, 11 deletions
diff --git a/gfx/gl/shaders/dynamicPoint.vs b/gfx/gl/shaders/dynamicPoint.vs index 667f247..097cd11 100644 --- a/gfx/gl/shaders/dynamicPoint.vs +++ b/gfx/gl/shaders/dynamicPoint.vs @@ -5,7 +5,7 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; uniform mat4 model; uniform ivec3 modelPos; diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs index adf39bd..529fe1d 100644 --- a/gfx/gl/shaders/dynamicPointInst.vs +++ b/gfx/gl/shaders/dynamicPointInst.vs @@ -5,7 +5,7 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; layout(location = 5) in mat4 model; layout(location = 9) in ivec3 modelPos; diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vs index 6e1ab49..3cea737 100644 --- a/gfx/gl/shaders/fixedPoint.vs +++ b/gfx/gl/shaders/fixedPoint.vs @@ -5,7 +5,7 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; const mat4 model = mat4(1); const vec3 modelPos = ivec3(0); diff --git a/gfx/gl/shaders/pointLight.gs b/gfx/gl/shaders/pointLight.gs index ec089f5..9c41ed4 100644 --- a/gfx/gl/shaders/pointLight.gs +++ b/gfx/gl/shaders/pointLight.gs @@ -19,7 +19,7 @@ const vec3[] cube = vec3[]( // http://www.cs.umd.edu/gvil/papers/av_ts.pdf vec3(1, 1, -1) // Back-top-right ); uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; in vec3 centre[]; in float size[]; diff --git a/gfx/gl/shaders/pointLight.vs b/gfx/gl/shaders/pointLight.vs index 7694a25..00a34a3 100644 --- a/gfx/gl/shaders/pointLight.vs +++ b/gfx/gl/shaders/pointLight.vs @@ -4,7 +4,7 @@ layout(location = 0) in vec3 position; uniform vec3 colour; uniform float kq; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; out vec3 centre; out float size; diff --git a/gfx/gl/shaders/shadowDynamicPoint.vs b/gfx/gl/shaders/shadowDynamicPoint.vs index e20d31a..f21b3b6 100644 --- a/gfx/gl/shaders/shadowDynamicPoint.vs +++ b/gfx/gl/shaders/shadowDynamicPoint.vs @@ -3,7 +3,7 @@ include(`meshIn.glsl') uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; uniform mat4 model; uniform ivec3 modelPos; diff --git a/gfx/gl/shaders/shadowDynamicPointInst.vs b/gfx/gl/shaders/shadowDynamicPointInst.vs index ab3e976..28a62d9 100644 --- a/gfx/gl/shaders/shadowDynamicPointInst.vs +++ b/gfx/gl/shaders/shadowDynamicPointInst.vs @@ -3,7 +3,7 @@ include(`meshIn.glsl') uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; layout(location = 5) in mat4 model; layout(location = 9) in ivec3 modelPos; diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs index a9fb4a3..168d5f1 100644 --- a/gfx/gl/shaders/shadowFixedPoint.vs +++ b/gfx/gl/shaders/shadowFixedPoint.vs @@ -3,7 +3,7 @@ include(`meshIn.glsl') uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; const mat4 model = mat4(1); const ivec3 modelPos = ivec3(0); diff --git a/gfx/gl/shaders/spotLight.gs b/gfx/gl/shaders/spotLight.gs index 0529614..b58c169 100644 --- a/gfx/gl/shaders/spotLight.gs +++ b/gfx/gl/shaders/spotLight.gs @@ -10,7 +10,7 @@ const vec3[] pyramid = vec3[]( // four-sided vec3(1, -1, 1) // Front-right ); uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; uniform float arc; in vec3 position[]; diff --git a/gfx/gl/shaders/spotLight.vs b/gfx/gl/shaders/spotLight.vs index 08197a4..ac1d1db 100644 --- a/gfx/gl/shaders/spotLight.vs +++ b/gfx/gl/shaders/spotLight.vs @@ -6,7 +6,7 @@ uniform vec3 v_direction; uniform vec3 colour; uniform float kq; uniform float arc; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; out vec3 position; out vec3 direction; diff --git a/gfx/gl/shaders/water.vs b/gfx/gl/shaders/water.vs index 03eabb2..f609d9e 100644 --- a/gfx/gl/shaders/water.vs +++ b/gfx/gl/shaders/water.vs @@ -4,7 +4,7 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; -uniform vec3 viewPoint; +uniform ivec3 viewPoint; uniform vec3 waves; void |