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113 | ctx.pass->l->fsh (); |
113 | ctx.pass->l->fsh (); |
114 | fsh (ctx); |
114 | fsh (ctx); |
115 | } |
115 | } |
116 | else |
116 | else |
117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
117 | // many drivers need both vertex and fragment shader, 'caboom!' otherwise |
118 | shader::compile::fout.frag_color = shader::compile::float4 (0., 0., 0., 0.); |
118 | shader::compile::fout.frag_color = shader::compile::vec4 (0., 0., 0., 0.); |
119 | |
119 | |
120 | fsh_src = shader::shader_builder::stop (); |
120 | fsh_src = shader::shader_builder::stop (); |
121 | |
121 | |
122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
122 | shader::program_object po = shader::get_program (vsh_src, fsh_src); |
123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
123 | matmap.insert (pass_data::matmap_t::value_type (this, po)); |
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207 | |
207 | |
208 | normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
208 | normal = f_normal + 0.3 * pow (sin (f_normal * 3.14159 + time), 3); |
209 | |
209 | |
210 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
210 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
211 | |
211 | |
212 | xyz (fout.frag_color) = fac * float3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
212 | xyz (fout.frag_color) = fac * shader::compile::vec3 (0.1,0.5,1);//ctx.pass->l->sh_colour * sh_colour * fac; |
213 | } |
213 | } |
214 | } |
214 | } |
215 | |
215 | |
216 | void mat_gouraud_shaded::enable (view &ctx) |
216 | void mat_gouraud_shaded::enable (view &ctx) |
217 | { |
217 | { |
… | |
… | |
284 | { |
284 | { |
285 | temp_1f fac; |
285 | temp_1f fac; |
286 | |
286 | |
287 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
287 | fac = dot (normalize (f_normal), normalize (ctx.pass->l->sh_lightvec)); |
288 | |
288 | |
289 | xyz (fout.frag_color) = float3 (1.,0.,0.); |
289 | xyz (fout.frag_color) = shader::compile::vec3 (1.,0.,0.); |
290 | w (fout.frag_color) = 0.1; |
290 | w (fout.frag_color) = 0.1; |
291 | } |
291 | } |
292 | } |
292 | } |
293 | |
293 | |
294 | static shader::varying_2f texcoord; |
294 | static shader::varying_2f texcoord; |
… | |
… | |
320 | |
320 | |
321 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
321 | yxz (rot1) = (texture_2d (normvar, texcoord) * 2.F - 1.F); |
322 | |
322 | |
323 | //rot1 = normal_matrix * rot1; |
323 | //rot1 = normal_matrix * rot1; |
324 | |
324 | |
325 | rot2 = float3 (x(rot1), z(rot1), -y(rot1)); |
325 | rot2 = shader::compile::vec3 (x(rot1), z(rot1), -y(rot1)); |
326 | rot3 = float3 (y(rot1), -x(rot1), z(rot1)); |
326 | rot3 = shader::compile::vec3 (y(rot1), -x(rot1), z(rot1)); |
327 | |
327 | |
328 | normal = mat3 (rot1, rot2, rot3) * normal; |
328 | normal = mat3 (rot1, rot2, rot3) * normal; |
329 | |
329 | |
330 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
330 | fac = dot (normalize (normal), normalize (ctx.pass->l->sh_lightvec)); |
331 | fac = max (pow (max (fac, 0.0), 6), 0.3); |
331 | fac = max (pow (max (fac, 0.0), 6), 0.3); |