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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-24 19:56:07 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-26 00:07:32 +0100
commitac0e30371f3cbddde990179711997acac507a09c (patch)
tree33f1ce222a09eda06c2640a4b3f52519a100b1d6 /gfx
parentFudge RV bogey position the same as we do the body in test-render (diff)
downloadilt-ac0e30371f3cbddde990179711997acac507a09c.tar.bz2
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Point shaders can all share the same implementation now in a single place
They all just get `model` from a different place
Diffstat (limited to 'gfx')
-rw-r--r--gfx/gl/shaders/commonPoint.glsl13
-rw-r--r--gfx/gl/shaders/dynamicPoint.vs14
-rw-r--r--gfx/gl/shaders/dynamicPointInst.vs16
-rw-r--r--gfx/gl/shaders/fixedPoint.vs13
4 files changed, 18 insertions, 38 deletions
diff --git a/gfx/gl/shaders/commonPoint.glsl b/gfx/gl/shaders/commonPoint.glsl
new file mode 100644
index 0000000..ecf5fc9
--- /dev/null
+++ b/gfx/gl/shaders/commonPoint.glsl
@@ -0,0 +1,13 @@
+void
+main()
+{
+ vec4 worldPos = model * vec4(position, 1.0);
+
+ FragPos = worldPos.xyz;
+ TexCoords = texCoord;
+ Normal = (model * vec4(normal, 0.0)).xyz;
+ Colour = colour;
+ Material = material;
+
+ gl_Position = viewProjection * worldPos;
+}
diff --git a/gfx/gl/shaders/dynamicPoint.vs b/gfx/gl/shaders/dynamicPoint.vs
index e1701ed..ffa8275 100644
--- a/gfx/gl/shaders/dynamicPoint.vs
+++ b/gfx/gl/shaders/dynamicPoint.vs
@@ -6,16 +6,4 @@ include(`materialInterface.glsl')
uniform mat4 viewProjection;
uniform mat4 model;
-void
-main()
-{
- vec4 worldPos = model * vec4(position, 1.0);
-
- FragPos = worldPos.xyz;
- TexCoords = texCoord;
- Normal = (model * vec4(normal, 0.0)).xyz;
- Colour = colour;
- Material = material;
-
- gl_Position = viewProjection * worldPos;
-}
+include(`commonPoint.glsl')
diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs
index 1c66979..e4c8526 100644
--- a/gfx/gl/shaders/dynamicPointInst.vs
+++ b/gfx/gl/shaders/dynamicPointInst.vs
@@ -1,21 +1,9 @@
#version 330 core
include(`meshIn.glsl')
-layout(location = 5) in mat4 model;
include(`materialInterface.glsl')
uniform mat4 viewProjection;
+layout(location = 5) in mat4 model;
-void
-main()
-{
- vec4 worldPos = model * vec4(position, 1.0);
-
- FragPos = worldPos.xyz;
- TexCoords = texCoord;
- Normal = (model * vec4(normal, 0.0)).xyz;
- Colour = colour;
- Material = material;
-
- gl_Position = viewProjection * worldPos;
-}
+include(`commonPoint.glsl')
diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vs
index 0cc8153..6f517ca 100644
--- a/gfx/gl/shaders/fixedPoint.vs
+++ b/gfx/gl/shaders/fixedPoint.vs
@@ -4,15 +4,6 @@ include(`meshIn.glsl')
include(`materialInterface.glsl')
uniform mat4 viewProjection;
+const mat4 model = mat4(1);
-void
-main()
-{
- FragPos = position;
- TexCoords = texCoord;
- Normal = normal;
- Colour = colour;
- Material = material;
-
- gl_Position = viewProjection * vec4(position, 1.0);
-}
+include(`commonPoint.glsl')