Add lighting uniform to GLSL door plane shader

This commit is contained in:
Jack Andersen 2017-11-24 12:08:16 -10:00
parent e5bd35746c
commit 00b02bb0f3
2 changed files with 27 additions and 1 deletions

View File

@ -119,6 +119,32 @@ static const char* FSDoor =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"\n"
"struct Light\n"
"{\n"
" vec4 pos;\n"
" vec4 dir;\n"
" vec4 color;\n"
" vec4 linAtt;\n"
" vec4 angAtt;\n"
"};\n"
"struct Fog\n" // Reappropriated for indirect texture scaling
"{\n"
" vec4 color;\n"
" float indScale;\n"
" float start;\n"
"};\n"
"\n"
"UBINDING2 uniform LightingUniform\n"
"{\n"
" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
" vec4 ambient;\n"
" vec4 kColor0;\n"
" vec4 kColor1;\n"
" vec4 kColor2;\n"
" vec4 kColor3;\n"
" Fog fog;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" vec4 mvPos;\n"

2
hecl

@ -1 +1 @@
Subproject commit 2064c5ed258337bf71a2c855ab17592abf86e0d1
Subproject commit 191ac39ac3d7246f3ad020d75017a663f94397fa