scene font rendering
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_font.h
1 #ifndef SHADER_model_font_H
2 #define SHADER_model_font_H
3 static void shader_model_font_link(void);
4 static void shader_model_font_register(void);
5 static struct vg_shader _shader_model_font = {
6 .name = "model_font",
7 .link = shader_model_font_link,
8 .vs =
9 {
10 .orig_file = "shaders/model_font.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "\n"
16 "#line 1 1 \n"
17 "const float k_motion_lerp_amount = 0.01;\n"
18 "\n"
19 "#line 2 0 \n"
20 "\n"
21 "out vec3 aMotionVec0;\n"
22 "out vec3 aMotionVec1;\n"
23 "\n"
24 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
25 "{\n"
26 " // This magically solves some artifacting errors!\n"
27 " //\n"
28 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
29 "\n"
30 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
31 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
32 "}\n"
33 "\n"
34 "#line 6 0 \n"
35 "\n"
36 "uniform mat4x3 uMdl;\n"
37 "uniform mat4 uPv;\n"
38 "uniform mat4 uPvmPrev;\n"
39 "uniform vec4 uOffset;\n"
40 "\n"
41 "out vec2 aUv;\n"
42 "out vec4 aNorm;\n"
43 "out vec3 aCo;\n"
44 "out vec3 aWorldCo;\n"
45 "\n"
46 "void main()\n"
47 "{\n"
48 " vec3 co = a_co*uOffset.w+uOffset.xyz;\n"
49 " vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
50 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
51 " vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
52 "\n"
53 " vs_motion_out( vproj0, vproj1 );\n"
54 "\n"
55 " gl_Position = vproj0;\n"
56 "\n"
57 " aUv = a_uv;\n"
58 " aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
59 " aCo = a_co;\n"
60 " aWorldCo = world_pos0;\n"
61 "}\n"
62 ""},
63 .fs =
64 {
65 .orig_file = "shaders/model_font.fs",
66 .static_src =
67 "layout (location = 0) out vec4 oColour;\n"
68 "\n"
69 "uniform sampler2D uTexMain;\n"
70 "uniform vec4 uColour;\n"
71 "\n"
72 "in vec2 aUv;\n"
73 "in vec4 aNorm;\n"
74 "in vec3 aCo;\n"
75 "\n"
76 "#line 1 1 \n"
77 "const float k_motion_lerp_amount = 0.01;\n"
78 "\n"
79 "#line 2 0 \n"
80 "\n"
81 "layout (location = 1) out vec2 oMotionVec;\n"
82 "\n"
83 "in vec3 aMotionVec0;\n"
84 "in vec3 aMotionVec1;\n"
85 "\n"
86 "void compute_motion_vectors()\n"
87 "{\n"
88 " // Write motion vectors\n"
89 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
90 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
91 "\n"
92 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
93 "}\n"
94 "\n"
95 "#line 11 0 \n"
96 "\n"
97 "void main()\n"
98 "{\n"
99 " compute_motion_vectors();\n"
100 " oColour = texture( uTexMain, aUv ) * uColour;\n"
101 "}\n"
102 ""},
103 };
104
105 static GLuint _uniform_model_font_uMdl;
106 static GLuint _uniform_model_font_uPv;
107 static GLuint _uniform_model_font_uPvmPrev;
108 static GLuint _uniform_model_font_uOffset;
109 static GLuint _uniform_model_font_uTexMain;
110 static GLuint _uniform_model_font_uColour;
111 static void shader_model_font_uMdl(m4x3f m){
112 glUniformMatrix4x3fv(_uniform_model_font_uMdl,1,GL_FALSE,(float*)m);
113 }
114 static void shader_model_font_uPv(m4x4f m){
115 glUniformMatrix4fv(_uniform_model_font_uPv,1,GL_FALSE,(float*)m);
116 }
117 static void shader_model_font_uPvmPrev(m4x4f m){
118 glUniformMatrix4fv(_uniform_model_font_uPvmPrev,1,GL_FALSE,(float*)m);
119 }
120 static void shader_model_font_uOffset(v4f v){
121 glUniform4fv(_uniform_model_font_uOffset,1,v);
122 }
123 static void shader_model_font_uTexMain(int i){
124 glUniform1i(_uniform_model_font_uTexMain,i);
125 }
126 static void shader_model_font_uColour(v4f v){
127 glUniform4fv(_uniform_model_font_uColour,1,v);
128 }
129 static void shader_model_font_register(void){
130 vg_shader_register( &_shader_model_font );
131 }
132 static void shader_model_font_use(void){ glUseProgram(_shader_model_font.id); }
133 static void shader_model_font_link(void){
134 _uniform_model_font_uMdl = glGetUniformLocation( _shader_model_font.id, "uMdl" );
135 _uniform_model_font_uPv = glGetUniformLocation( _shader_model_font.id, "uPv" );
136 _uniform_model_font_uPvmPrev = glGetUniformLocation( _shader_model_font.id, "uPvmPrev" );
137 _uniform_model_font_uOffset = glGetUniformLocation( _shader_model_font.id, "uOffset" );
138 _uniform_model_font_uTexMain = glGetUniformLocation( _shader_model_font.id, "uTexMain" );
139 _uniform_model_font_uColour = glGetUniformLocation( _shader_model_font.id, "uColour" );
140 }
141 #endif /* SHADER_model_font_H */