Fix dminer example

This commit is contained in:
Grim Maple 2022-10-22 15:12:32 +03:00
parent 2915bece47
commit 7a585654ee
5 changed files with 76 additions and 76 deletions
examples/dminer/src/dminer/core
views/res/shaders

View File

@ -197,7 +197,7 @@ struct SmallChunk {
}
/// return chunk position in world (aligned to chunk origin)
@property ref const(Vector3d) position() {
@property const(Vector3d) position() {
return _pos;
}

View File

@ -70,27 +70,27 @@ out vec4 _fragColor;
///////////////////////////////////////////////////////////
// Varyings
#if defined(VERTEX_COLOR)
varying vec3 v_color;
in vec3 v_color;
#endif
#if defined(LIGHTMAP)
varying vec2 v_texCoord1;
in vec2 v_texCoord1;
#endif
#if defined(LIGHTING)
varying vec3 v_normalVector;
in vec3 v_normalVector;
#if (POINT_LIGHT_COUNT > 0)
varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
in vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
#endif
#if (SPOT_LIGHT_COUNT > 0)
varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
in vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
#endif
#if defined(SPECULAR)
varying vec3 v_cameraDirection;
in vec3 v_cameraDirection;
#endif
#include "lighting.frag"
@ -98,7 +98,7 @@ varying vec3 v_cameraDirection;
#endif
#if defined(CLIP_PLANE)
varying float v_clipDistance;
in float v_clipDistance;
#endif
void main()
@ -106,7 +106,7 @@ void main()
#if defined(CLIP_PLANE)
if(v_clipDistance < 0.0) discard;
#endif
#if defined(LIGHTING)
#if defined(VERTEX_COLOR)
@ -114,19 +114,19 @@ void main()
#else
_baseColor = u_diffuseColor;
#endif
_fragColor.a = _baseColor.a;
_fragColor.rgb = getLitPixel();
#else
#if defined(VERTEX_COLOR)
_fragColor.rgb = v_color;
_fragColor.a = 1.0;
#else
_fragColor = u_diffuseColor;
#endif
#endif
#if defined(LIGHTMAP)

View File

@ -13,23 +13,23 @@
///////////////////////////////////////////////////////////
// Attributes
attribute vec4 a_position;
in vec4 a_position;
#if defined(SKINNING)
attribute vec4 a_blendWeights;
attribute vec4 a_blendIndices;
in vec4 a_blendWeights;
in vec4 a_blendIndices;
#endif
#if defined(LIGHTMAP)
attribute vec2 a_texCoord1;
in vec2 a_texCoord1;
#endif
#if defined(LIGHTING)
attribute vec3 a_normal;
in vec3 a_normal;
#endif
#if defined(VERTEX_COLOR)
attribute vec3 a_color;
in vec3 a_color;
#endif
///////////////////////////////////////////////////////////
@ -51,7 +51,7 @@ uniform mat4 u_worldViewMatrix;
uniform vec3 u_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
#endif
#if (POINT_LIGHT_COUNT > 0)
#if (POINT_LIGHT_COUNT > 0)
uniform vec3 u_pointLightPosition[POINT_LIGHT_COUNT];
#endif
@ -74,31 +74,31 @@ uniform vec4 u_clipPlane;
///////////////////////////////////////////////////////////
// Varyings
#if defined(LIGHTMAP)
varying vec2 v_texCoord1;
out vec2 v_texCoord1;
#endif
#if defined(VERTEX_COLOR)
varying vec3 v_color;
out vec3 v_color;
#endif
#if defined(LIGHTING)
varying vec3 v_normalVector;
out vec3 v_normalVector;
#if (DIRECTIONAL_LIGHT_COUNT > 0)
varying vec3 v_lightDirection[DIRECTIONAL_LIGHT_COUNT];
#if (DIRECTIONAL_LIGHT_COUNT > 0)
out vec3 v_lightDirection[DIRECTIONAL_LIGHT_COUNT];
#endif
#if (POINT_LIGHT_COUNT > 0)
varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
out vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
#endif
#if (SPOT_LIGHT_COUNT > 0)
varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
out vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
#endif
#if defined(SPECULAR)
varying vec3 v_cameraDirection;
out vec3 v_cameraDirection;
#endif
#include "lighting.vert"
@ -108,11 +108,11 @@ varying vec3 v_cameraDirection;
#if defined(SKINNING)
#include "skinning.vert"
#else
#include "skinning-none.vert"
#include "skinning-none.vert"
#endif
#if defined(CLIP_PLANE)
varying float v_clipDistance;
out float v_clipDistance;
#endif
void main()
@ -137,13 +137,13 @@ void main()
#if defined(LIGHTMAP)
v_texCoord1 = a_texCoord1;
#endif
// Pass the vertex color
#if defined(VERTEX_COLOR)
v_color = a_color;
#endif
#if defined(CLIP_PLANE)
v_clipDistance = dot(u_worldMatrix * position, u_clipPlane);
#endif
#endif
}

View File

@ -84,35 +84,35 @@ vec4 _baseColor;
out vec4 _fragColor;
///////////////////////////////////////////////////////////
// Varyings
varying vec2 v_texCoord;
in vec2 v_texCoord;
#if defined(LIGHTMAP)
varying vec2 v_texCoord1;
in vec2 v_texCoord1;
#endif
#if defined(LIGHTING)
#if !defined(BUMPED)
varying vec3 v_normalVector;
in vec3 v_normalVector;
#endif
#if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0)
varying vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
in vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
#endif
#if (POINT_LIGHT_COUNT > 0)
varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
in vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
#endif
#if (SPOT_LIGHT_COUNT > 0)
varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
in vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
#if defined(BUMPED)
varying vec3 v_spotLightDirection[SPOT_LIGHT_COUNT];
in vec3 v_spotLightDirection[SPOT_LIGHT_COUNT];
#endif
#endif
#if defined(SPECULAR)
varying vec3 v_cameraDirection;
in vec3 v_cameraDirection;
#endif
#include "lighting.frag"
@ -120,11 +120,11 @@ varying vec3 v_cameraDirection;
#endif
#if defined(CLIP_PLANE)
varying float v_clipDistance;
in float v_clipDistance;
#endif
#if defined(FOG)
varying vec4 viewSpace;
in vec4 viewSpace;
#endif
void main()
@ -145,7 +145,7 @@ void main()
fogFactor = clamp( fogFactor, 0.0, 1.0 );
_baseColor = mix(u_fogColor, _baseColor, fogFactor);
#endif
_fragColor.a = _baseColor.a;
#if defined(TEXTURE_DISCARD_ALPHA)

View File

@ -13,25 +13,25 @@
///////////////////////////////////////////////////////////
// Atributes
attribute vec4 a_position;
in vec4 a_position;
#if defined(SKINNING)
attribute vec4 a_blendWeights;
attribute vec4 a_blendIndices;
in vec4 a_blendWeights;
in vec4 a_blendIndices;
#endif
attribute vec2 a_texCoord;
in vec2 a_texCoord;
#if defined(LIGHTMAP)
attribute vec2 a_texCoord1;
in vec2 a_texCoord1;
#endif
#if defined(LIGHTING)
attribute vec3 a_normal;
in vec3 a_normal;
#if defined(BUMPED)
attribute vec3 a_tangent;
attribute vec3 a_binormal;
in vec3 a_tangent;
in vec3 a_binormal;
#endif
#endif
@ -58,7 +58,7 @@ uniform vec3 u_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
uniform vec3 u_pointLightPosition[POINT_LIGHT_COUNT];
#endif
#if (SPOT_LIGHT_COUNT > 0)
#if (SPOT_LIGHT_COUNT > 0)
uniform vec3 u_spotLightPosition[SPOT_LIGHT_COUNT];
#if defined(BUMPED)
uniform vec3 u_spotLightDirection[SPOT_LIGHT_COUNT];
@ -92,35 +92,35 @@ uniform vec4 u_clipPlane;
///////////////////////////////////////////////////////////
// Varyings
varying vec2 v_texCoord;
out vec2 v_texCoord;
#if defined(LIGHTMAP)
varying vec2 v_texCoord1;
out vec2 v_texCoord1;
#endif
#if defined(LIGHTING)
#if !defined(BUMPED)
varying vec3 v_normalVector;
out vec3 v_normalVector;
#endif
#if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0)
varying vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
out vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT];
#endif
#if (POINT_LIGHT_COUNT > 0)
varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
out vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT];
#endif
#if (SPOT_LIGHT_COUNT > 0)
varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
out vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT];
#if defined(BUMPED)
varying vec3 v_spotLightDirection[SPOT_LIGHT_COUNT];
out vec3 v_spotLightDirection[SPOT_LIGHT_COUNT];
#endif
#endif
#if defined(SPECULAR)
varying vec3 v_cameraDirection;
out vec3 v_cameraDirection;
#endif
#include "lighting.vert"
@ -130,15 +130,15 @@ varying vec3 v_cameraDirection;
#if defined(SKINNING)
#include "skinning.vert"
#else
#include "skinning-none.vert"
#include "skinning-none.vert"
#endif
#if defined(CLIP_PLANE)
varying float v_clipDistance;
out float v_clipDistance;
#endif
#if defined(FOG)
varying vec4 viewSpace;
out vec4 viewSpace;
#endif
void main()
@ -154,39 +154,39 @@ void main()
// Transform the normal, tangent and binormals to view space.
mat3 inverseTransposeWorldViewMatrix = mat3(u_inverseTransposeWorldViewMatrix[0].xyz, u_inverseTransposeWorldViewMatrix[1].xyz, u_inverseTransposeWorldViewMatrix[2].xyz);
vec3 normalVector = normalize(inverseTransposeWorldViewMatrix * normal);
#if defined(BUMPED)
vec3 tangent = getTangent();
vec3 binormal = getBinormal();
vec3 tangentVector = normalize(inverseTransposeWorldViewMatrix * tangent);
vec3 binormalVector = normalize(inverseTransposeWorldViewMatrix * binormal);
mat3 tangentSpaceTransformMatrix = mat3(tangentVector.x, binormalVector.x, normalVector.x, tangentVector.y, binormalVector.y, normalVector.y, tangentVector.z, binormalVector.z, normalVector.z);
applyLight(position, tangentSpaceTransformMatrix);
#else
v_normalVector = normalVector;
applyLight(position);
#endif
#endif
#endif
v_texCoord = a_texCoord;
#if defined(TEXTURE_REPEAT)
v_texCoord *= u_textureRepeat;
#endif
#if defined(TEXTURE_OFFSET)
v_texCoord += u_textureOffset;
#endif
#if defined(LIGHTMAP)
v_texCoord1 = a_texCoord1;
#endif
#if defined(CLIP_PLANE)
v_clipDistance = dot(u_worldMatrix * position, u_clipPlane);
#endif