#version 450
-uniform sampler2D tex;
-uniform samplerCube dstex;
+#define SHADING_UNIFORMS 1
-uniform vec4 diffuse;
-uniform vec4 specular;
-uniform float shininess;
+layout(binding = 0) uniform sampler2D tex;
+layout(binding = 1) uniform samplerCube dstex;
-varying vec3 pos;
-// varying vec3 normal;
-// varying vec3 ldir;
-varying vec2 tex_coord;
-varying vec3 world_normal;
+layout(std140, binding = SHADING_UNIFORMS) uniform fu {
+ vec4 diffuse;
+ vec4 specular;
+ float shininess;
+ float fog_density;
+} s;
-// const float fog_density = 0.005;
-uniform float fog_density;
const vec3 sky_color = vec3(0.35, 0.5, 0.65);
+// const float fog_density = 0.005;
+
+/* varyings */
+layout(location = 4) in vec3 pos;
+layout(location = 5) in vec2 tex_coord;
+layout(location = 6) in vec3 world_normal;
-out vec4 color;
+layout(location = 0) out vec4 color;
void main()
{
vec4 itexel = textureCube(dstex, normalize(world_normal));
-/* vec3 p = normalize(pos); // view space dir
- vec3 n = normalize(normal);
- vec3 l = normalize(ldir);
-
- vec3 r = normalize(-reflect(l, n));
- vec3 vdir = normalize(-p);
-
- float cdiff = max(dot(l, n), 0.0);
- float cspec = pow(max(dot(r, vdir), 0.0), shininess); */
-
float dist = -pos.z;
- float fog = clamp(exp(-fog_density * dist), 0.0, 1.0);
+ float fog = clamp(exp(-s.fog_density * dist), 0.0, 1.0);
vec4 texel = texture2D(tex, tex_coord);
// vec3 object_color = (diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec) * itexel.xyz;
- vec3 object_color = diffuse.xyz * texel.xyz * itexel.xyz;
+ vec3 object_color = s.diffuse.xyz * texel.xyz * itexel.xyz;
color.xyz = mix(sky_color, object_color, fog);
color.w = 1.0;