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path: root/src/shaders/default.c
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#include "common.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, VertexShaderIn* in, Vec4* clipcoord) {
	static Vec4 p; p.xyz = in->vertex->position; p.w = 1;
	mat4_applytovec4(uniforms->mvp, &p, clipcoord);
	Vec4 normal = {
		in->vertex->normal.x,
		in->vertex->normal.y,
		in->vertex->normal.z,
		1
	};
	Vec4 worldnormal; mat4_applytovec4(object2world, &normal, &worldnormal);
	vec3_normalize(light, light);
	*reg_num_00 = 1 - vec3_dot(&worldnormal, light);
}

static bool frag(UniformCollection* uniforms, FragmentShaderIn* in, Color32* color) {
	vec3_normalize(light, light);
	vec3_normalize(&in->normal, &in->normal);
	float roughness = *reg_num_00;
	//(*color).r = 1;
	//(*color).g = 1;
	//(*color).b = 1;
	//(*color).a = 1;
	//return 1;
	//float rough = 1- vec3_dot(&in->normal, light);
	Color32 c = tex2d(maintex, in->texcoord);
	//Color32 nc = tex2d(noramltex, in->texcoord);
	//vec3_scale(&c, roughness, &c);
	color32_saturate(&c);
	*color = c;
	return 1;
}

Program ssr_built_in_shader_default = {
	vert, frag,
	VARYING_TEXCOORD |
	VARYING_NORMAL |
	VARYING_NUM_00 
};