Refactor mesh handling to use templated vertex structures for improved type safety and flexibility

This commit is contained in:
REDxEYE
2025-04-13 17:14:28 +03:00
parent bba647db5c
commit 1ffbeb8148
28 changed files with 591 additions and 521 deletions
+4 -4
View File
@@ -2,7 +2,7 @@
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
layout (location = 2) in float v_light;
layout (location = 2) in vec4 v_light;
out vec4 a_color;
out vec2 a_texCoord;
@@ -27,13 +27,13 @@ uniform vec3 u_torchlightColor;
uniform float u_torchlightDistance;
void main() {
vec4 modelpos = u_model * vec4(v_position, 1.0);
vec4 modelpos = u_model * vec4(v_position, 1.0f);
vec3 pos3d = modelpos.xyz-u_cameraPos;
modelpos.xyz = apply_planet_curvature(modelpos.xyz, pos3d);
vec4 decomp_light = decompress_light(v_light);
vec4 decomp_light = v_light;
vec3 light = decomp_light.rgb;
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
u_torchlightDistance);
light += torchlight * u_torchlightColor;
a_color = vec4(pow(light, vec3(u_gamma)),1.0f);