made gl3 UBOs optional; also tried other snake oil
This commit is contained in:
@ -26,34 +26,14 @@ const char *skin_vert_src =
|
||||
" gl_Position = u_proj * u_view * V;\n"
|
||||
" vec3 N = mat3(u_world) * SkinNormal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
|
||||
"#ifdef DIRECTIONALS\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_directLights[i].enabled == 0.0)\n"
|
||||
" break;\n"
|
||||
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
|
||||
" }\n"
|
||||
"#endif\n"
|
||||
"#ifdef POINTLIGHTS\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_pointLights[i].enabled == 0.0)\n"
|
||||
" break;\n"
|
||||
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
|
||||
" }\n"
|
||||
"#endif\n"
|
||||
"#ifdef SPOTLIGHTS\n"
|
||||
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
|
||||
" if(u_spotLights[i].enabled == 0.0)\n"
|
||||
" break;\n"
|
||||
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
|
||||
" }\n"
|
||||
"#endif\n"
|
||||
" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
|
||||
" v_color = clamp(v_color, 0.0f, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.z);\n"
|
||||
"}\n"
|
||||
;
|
||||
|
Reference in New Issue
Block a user