]> git.localhorst.tv Git - blank.git/blobdiff - src/graphics/shader.cpp
centos build config
[blank.git] / src / graphics / shader.cpp
index d09d9c94ac5d10b97b4e2d3acf7b54caeaca0aeb..85f0184684eb791ba0f24c79a63c661a39378f1f 100644 (file)
@@ -180,6 +180,7 @@ DirectionalLighting::DirectionalLighting()
 , mvp_handle(0)
 , light_direction_handle(0)
 , light_color_handle(0)
+, ambient_color_handle(0)
 , fog_density_handle(0) {
        program.LoadShader(
                GL_VERTEX_SHADER,
@@ -217,6 +218,7 @@ DirectionalLighting::DirectionalLighting()
                "uniform sampler2DArray tex_sampler;\n"
                "uniform vec3 light_direction;\n"
                "uniform vec3 light_color;\n"
+               "uniform vec3 ambient_color;\n"
                "uniform float fog_density;\n"
                "out vec3 color;\n"
                "vec3 rgb2hsl(vec3 c) {\n"
@@ -239,7 +241,7 @@ DirectionalLighting::DirectionalLighting()
                        "hsl_color.y *= frag_hsl_mod.y;\n"
                        "hsl_color.z *= frag_hsl_mod.z;\n"
                        "vec3 base_color = hsl2rgb(hsl_color) * frag_rgb_mod;\n"
-                       "vec3 ambient = vec3(0.1, 0.1, 0.1) * base_color;\n"
+                       "vec3 ambient = ambient_color * base_color;\n"
                        // this should be the same as the clear color, otherwise looks really weird
                        "vec3 fog_color = vec3(0, 0, 0);\n"
                        "float e = 2.718281828;\n"
@@ -263,11 +265,13 @@ DirectionalLighting::DirectionalLighting()
        sampler_handle = program.UniformLocation("tex_sampler");
        light_direction_handle = program.UniformLocation("light_direction");
        light_color_handle = program.UniformLocation("light_color");
+       ambient_color_handle = program.UniformLocation("ambient_color");
        fog_density_handle = program.UniformLocation("fog_density");
 
        Activate();
        program.Uniform(light_direction_handle, glm::vec3(1.0f, 3.0f, 2.0f));
        program.Uniform(light_color_handle, glm::vec3(1.0f));
+       program.Uniform(ambient_color_handle, glm::vec3(0.1f));
        program.Uniform(fog_density_handle, 0.0f);
 }
 
@@ -290,6 +294,10 @@ void DirectionalLighting::SetLightColor(const glm::vec3 &col) noexcept {
        program.Uniform(light_color_handle, col);
 }
 
+void DirectionalLighting::SetAmbientColor(const glm::vec3 &col) noexcept {
+       program.Uniform(ambient_color_handle, col);
+}
+
 void DirectionalLighting::SetTexture(ArrayTexture &tex) noexcept {
        glActiveTexture(GL_TEXTURE0);
        tex.Bind();
@@ -617,9 +625,9 @@ PlainColor::PlainColor()
                GL_VERTEX_SHADER,
                "#version 330 core\n"
                "layout(location = 0) in vec3 vtx_position;\n"
-               "layout(location = 1) in vec3 vtx_color;\n"
+               "layout(location = 1) in vec4 vtx_color;\n"
                "uniform mat4 MVP;\n"
-               "out vec3 frag_color;\n"
+               "out vec4 frag_color;\n"
                "void main() {\n"
                        "gl_Position = MVP * vec4(vtx_position, 1);\n"
                        "frag_color = vtx_color;\n"
@@ -628,8 +636,8 @@ PlainColor::PlainColor()
        program.LoadShader(
                GL_FRAGMENT_SHADER,
                "#version 330 core\n"
-               "in vec3 frag_color;\n"
-               "out vec3 color;\n"
+               "in vec4 frag_color;\n"
+               "out vec4 color;\n"
                "void main() {\n"
                        "color = frag_color;\n"
                "}\n"