prosperon/source/shaders/unlit.sglsl

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@block vptr
in vec3 a_pos;
in vec2 a_uv;
in vec4 a_norm;
out vec2 tex_coords;
out vec3 normal;
uniform vs_p { uniform mat4 vp; };
uniform vmodel { uniform mat4 model; };
@end
@vs vs
@include_block vptr
in vec4 a_bone;
in vec4 a_weight;
uniform skinv { uniform mat4 bones[50]; };
void main() {
mat4 tt = vp;
mat4 mm = model;
mat4 skin = bones[int(a_bone.x)] * a_weight.x;
skin += bones[int(a_bone.y)] * a_weight.y;
skin += bones[int(a_bone.z)] * a_weight.z;
skin += bones[int(a_bone.w)] * a_weight.w;
mat4 skinm = mm * skin;
gl_Position = tt * skinm * vec4(a_pos,1.0);
tex_coords = a_uv;
normal = (skinm * vec4(a_norm.xyz*2-1,0)).xyz;
}
@end
@vs vs_st
@include_block vptr
void main() {
gl_Position = vp * model * vec4(a_pos,1.0);
tex_coords = a_uv;
normal = (model * vec4(a_norm.xyz*2-1,0)).xyz;
}
@end
@fs fs
in vec2 tex_coords;
in vec3 normal;
out vec4 color;
uniform texture2D diffuse;
uniform sampler smp;
uniform lightf {
vec4 ambient;
};
void main() {
vec3 lightDir = normalize(vec3(0.5f, 0.5f, 1.0f));
float diff = max(dot(normal, lightDir), 0.0f);
color = texture(sampler2D(diffuse,smp),tex_coords) * ambient;
}
@end
@program unlit vs fs
@program unlit_st vs_st fs