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https://github.com/MaSzyna-EU07/maszyna.git
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71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
#include "stdafx.h"
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#include "glsl_common.h"
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std::string gl::glsl_common;
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void gl::glsl_common_setup()
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{
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glsl_common =
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"#define SHADOWMAP_ENABLED " + std::to_string((int)Global.gfx_shadowmap_enabled) + "\n" +
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"#define ENVMAP_ENABLED " + std::to_string((int)Global.gfx_envmap_enabled) + "\n" +
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"#define MOTIONBLUR_ENABLED " + std::to_string((int)Global.gfx_postfx_motionblur_enabled) + "\n" +
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"#define POSTFX_ENABLED " + std::to_string((int)!Global.gfx_skippipeline) + "\n" +
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"#define USE_GLES " + std::to_string((int)Global.gfx_usegles) + "\n" +
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"const uint MAX_LIGHTS = " + std::to_string(MAX_LIGHTS) + "U;\n" +
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"const uint MAX_PARAMS = " + std::to_string(MAX_PARAMS) + "U;\n" +
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R"STRING(
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const uint LIGHT_SPOT = 0U;
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const uint LIGHT_POINT = 1U;
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const uint LIGHT_DIR = 2U;
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struct light_s
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{
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vec3 pos;
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uint type;
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vec3 dir;
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float in_cutoff;
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vec3 color;
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float out_cutoff;
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float linear;
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float quadratic;
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float intensity;
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float ambient;
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};
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layout(std140) uniform light_ubo
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{
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vec3 ambient;
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vec3 fog_color;
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uint lights_count;
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light_s lights[MAX_LIGHTS];
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};
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layout (std140) uniform model_ubo
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{
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mat4 modelview;
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mat3 modelviewnormal;
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vec4 param[MAX_PARAMS];
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mat4 future;
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float opacity;
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float emission;
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float fog_density;
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float alpha_mult;
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};
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layout (std140) uniform scene_ubo
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{
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mat4 projection;
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mat4 lightview;
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float time;
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};
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)STRING";
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}
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