opengl.shaders: Use unified lighting and texturing 'snippets' for fragment shaders.

This commit is contained in:
Rod Kay
2024-02-23 22:35:12 +11:00
parent d1f702aab5
commit 68c1ff4764
17 changed files with 439 additions and 568 deletions

View File

@@ -115,8 +115,11 @@ is
white_Texture := openGL.Texture.Forge.to_Texture (white_Image);
vertex_Shader .define (Shader.Vertex, "assets/opengl/shader/lit_textured_skinned.vert");
fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
-- fragment_Shader.define (Shader.Fragment, "assets/opengl/shader/lit_textured_skinned.frag");
fragment_Shader.define (Shader.Fragment, (asset_Names' (1 => to_Asset ("assets/opengl/shader/version.header"),
2 => to_Asset ("assets/opengl/shader/lighting-frag.snippet"),
3 => to_Asset ("assets/opengl/shader/texturing-frag.snippet"),
4 => to_Asset ("assets/opengl/shader/lit_textured.frag"))));
the_Program.define ( vertex_Shader'Access,
fragment_Shader'Access);
the_Program.enable;