needs a lot of cleaning but lights are OK
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_gate.h
1 #ifndef SHADER_model_gate_H
2 #define SHADER_model_gate_H
3 static void shader_model_gate_link(void);
4 static void shader_model_gate_register(void);
5 static struct vg_shader _shader_model_gate = {
6 .name = "model_gate",
7 .link = shader_model_gate_link,
8 .vs =
9 {
10 .orig_file = "shaders/model_gate.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 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
18 "\n"
19 "uniform mat4 uPv;\n"
20 "uniform mat4x3 uMdl;\n"
21 "\n"
22 "out vec3 aNorm;\n"
23 "out vec2 aUv;\n"
24 "out vec3 aCo;\n"
25 "\n"
26 "void main()\n"
27 "{\n"
28 " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
29 " gl_Position = uPv * vec4(world_pos,1.0);\n"
30 "\n"
31 " aNorm = a_norm;\n"
32 " aCo = world_pos;\n"
33 " aUv = a_uv;\n"
34 "}\n"
35 ""},
36 .fs =
37 {
38 .orig_file = "shaders/model_gate_lq.fs",
39 .static_src =
40 "out vec4 FragColor;\n"
41 "\n"
42 "uniform float uTime;\n"
43 "uniform vec3 uCam;\n"
44 "uniform vec2 uInvRes;\n"
45 "\n"
46 "in vec3 aNorm;\n"
47 "in vec2 aUv;\n"
48 "in vec3 aCo;\n"
49 "\n"
50 "void main()\n"
51 "{\n"
52 " vec2 ssuv = gl_FragCoord.xy;\n"
53 " float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
54 " \n"
55 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
56 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
57 "\n"
58 " if( opacity+dither<0.5 )\n"
59 " discard;\n"
60 "\n"
61 " FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n"
62 "}\n"
63 ""},
64 };
65
66 static GLuint _uniform_model_gate_uPv;
67 static GLuint _uniform_model_gate_uMdl;
68 static GLuint _uniform_model_gate_uTime;
69 static GLuint _uniform_model_gate_uCam;
70 static GLuint _uniform_model_gate_uInvRes;
71 static void shader_model_gate_uPv(m4x4f m){
72 glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(float*)m);
73 }
74 static void shader_model_gate_uMdl(m4x3f m){
75 glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m);
76 }
77 static void shader_model_gate_uTime(float f){
78 glUniform1f(_uniform_model_gate_uTime,f);
79 }
80 static void shader_model_gate_uCam(v3f v){
81 glUniform3fv(_uniform_model_gate_uCam,1,v);
82 }
83 static void shader_model_gate_uInvRes(v2f v){
84 glUniform2fv(_uniform_model_gate_uInvRes,1,v);
85 }
86 static void shader_model_gate_register(void){
87 vg_shader_register( &_shader_model_gate );
88 }
89 static void shader_model_gate_use(void){ glUseProgram(_shader_model_gate.id); }
90 static void shader_model_gate_link(void){
91 _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" );
92 _uniform_model_gate_uMdl = glGetUniformLocation( _shader_model_gate.id, "uMdl" );
93 _uniform_model_gate_uTime = glGetUniformLocation( _shader_model_gate.id, "uTime" );
94 _uniform_model_gate_uCam = glGetUniformLocation( _shader_model_gate.id, "uCam" );
95 _uniform_model_gate_uInvRes = glGetUniformLocation( _shader_model_gate.id, "uInvRes" );
96 }
97 #endif /* SHADER_model_gate_H */