GLSL 'include' support

This commit is contained in:
MihailRis
2023-11-28 16:13:49 +03:00
parent e6ecd558a9
commit a60cc70246
20 changed files with 238 additions and 35 deletions
+1 -10
View File
@@ -1,4 +1,4 @@
#version 330 core
#include <commons>
layout (location = 0) in vec3 v_position;
layout (location = 1) in vec2 v_texCoord;
@@ -22,15 +22,6 @@ uniform float u_torchlightDistance;
#define SKY_LIGHT_MUL 2.5
vec4 decompress_light(float compressed_light) {
vec4 result;
int compressed = floatBitsToInt(compressed_light);
result.r = ((compressed >> 24) & 0xFF) / 255.f;
result.g = ((compressed >> 16) & 0xFF) / 255.f;
result.b = ((compressed >> 8) & 0xFF) / 255.f;
result.a = (compressed & 0xFF) / 255.f;
return result;
}
void main(){
vec2 pos2d = (u_model * vec4(v_position, 1.0)).xz-u_cameraPos.xz;