module FWGL.Shader.Default3D where
import FWGL.Shader.CPU
import FWGL.Shader
import qualified FWGL.Vector
type Uniforms = '[View3, Transform3, Texture2]
type Attributes = '[Position3, UV, Normal3]
newtype Texture2 = Texture2 Sampler2D
deriving (Typeable, ShaderType, UniformCPU CSampler2D)
newtype Transform3 = Transform3 M4
deriving (Typeable, ShaderType, UniformCPU CM4)
newtype View3 = View3 M4
deriving (Typeable, ShaderType, UniformCPU CM4)
newtype Position3 = Position3 V3
deriving (Typeable, ShaderType, AttributeCPU CV3)
newtype Normal3 = Normal3 V3
deriving (Typeable, ShaderType, AttributeCPU CV3)
newtype UV = UV V2
deriving (Typeable, ShaderType, AttributeCPU CV2)
vertexShader :: VertexShader '[ Transform3, View3 ]
'[ Position3, UV, Normal3 ]
'[ UV ]
vertexShader = do v <- applyMatrices
get >>= \x@(UV _) -> put x
(Normal3 _) <- get
putVertex v
applyMatrices :: Shader '[ Transform3, View3 ]
'[ Position3 ]
'[]
V4
applyMatrices = do View3 viewMatrix <- global
Transform3 modelMatrix <- global
Position3 (V3 x y z) <- get
return $
viewMatrix * modelMatrix * V4 x y z 1.0
fragmentShader :: FragmentShader '[ Texture2 ] [ UV, Normal3 ]
fragmentShader = do Texture2 sampler <- global
UV (V2 s t) <- get
putFragment .
texture2D sampler $ V2 s (1 t)