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path: root/src/shaders/default.c
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#include "common/core.h"

/*uniforms*/
#define object2world    UM4(0)
#define light           UV3(0)
#define maintex         UTEX(0)
#define noramltex       UTEX(1)
#define roughnesstex    UTEX(2)
#define metalnesstex    UTEX(3)

/*varyings*/
#define rough           reg_num_00

static void vert(UniformCollection* uniforms, Vertex* in, Vec4* clipcoord) {
	static Vec4 p; p.xyz = in->position; p.w = 1;
	internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord);
	Vec4 normal = {
		in->normal.x,
		in->normal.y,
		in->normal.z,
		1
	};
	Vec4 worldnormal; internal_mat4_mulvec4(object2world, &normal, &worldnormal);
	internal_vec3_normalize(light, light);
	*rough = 1 - internal_vec3_dot(&worldnormal, light);
}

static bool frag(UniformCollection* uniforms, Color32* color) {
	internal_vec3_normalize(light, light);
	float roughness = *rough;
	//(*color).r = 1;
	//(*color).g = 1;
	//(*color).b = 1;
	//(*color).a = 1;
	//return 1;
	//float rough = 1- internal_vec3_dot(&in->normal, light);
	//Color32 nc = tex2d(noramltex, in->texcoord);
	//internal_vec3_scale(&c, roughness, &c);
	return 1;
}

Program ssr_built_in_shader_default = {
	vert, frag,
	VARYING_NUM_00 
};