chaos pt 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_scoretext.h
1 #ifndef SHADER_scene_scoretext_H
2 #define SHADER_scene_scoretext_H
3 static void shader_scene_scoretext_link(void);
4 static void shader_scene_scoretext_register(void);
5 static struct vg_shader _shader_scene_scoretext = {
6 .name = "scene_scoretext",
7 .link = shader_scene_scoretext_link,
8 .vs =
9 {
10 .orig_file = "shaders/scene_sfd.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec4 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 vec3 uInfo;\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 " float w = ((a_norm.w)-0.5)*2.0 + fract(uInfo.z) - 0.0;\n"
49 " float c = -cos(w*0.6);\n"
50 " float s = -sin(w*0.6);\n"
51 " float r = 0.2;\n"
52 "\n"
53 " float w1 = clamp( w*4.0 - a_co.y*10.0, -1.0, 1.0 ) * (3.14159265*0.5);\n"
54 " float c1 = cos(w1);\n"
55 " float s1 = sin(w1);\n"
56 "\n"
57 " float yoff = step(0.01,fract(uInfo.z))*-0.5;\n"
58 "\n"
59 " mat4x3 mlocal;\n"
60 " mlocal[0] = vec3(c1, s1,0.0);\n"
61 " mlocal[1] = vec3(-s1,c1,0.0);\n"
62 " mlocal[2] = vec3(0.0,0.0,1.0);\n"
63 " mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n"
64 "\n"
65 " vec3 local_pos0 = mlocal * vec4( a_co, 1.0 );\n"
66 " vec3 world_pos0 = uMdl * vec4( local_pos0, 1.0 );\n"
67 "\n"
68 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
69 " vec4 vproj1 = uPvmPrev * vec4( local_pos0, 1.0 );\n"
70 "\n"
71 " vs_motion_out( vproj0, vproj1 );\n"
72 "\n"
73 " gl_Position = vproj0;\n"
74 "\n"
75 " aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n"
76 " aNorm = vec4( mat3(uMdl) * mat3(mlocal) * a_norm.xyz, a_norm.w );\n"
77 " aCo = a_co;\n"
78 " aWorldCo = world_pos0;\n"
79 "}\n"
80 ""},
81 .fs =
82 {
83 .orig_file = "shaders/scene_standard.fs",
84 .static_src =
85 "uniform sampler2D uTexGarbage;\n"
86 "uniform sampler2D uTexMain;\n"
87 "uniform vec3 uCamera;\n"
88 "uniform vec4 uPlane;\n"
89 "\n"
90 "#line 1 1 \n"
91 "// :D\n"
92 "\n"
93 "in vec2 aUv;\n"
94 "in vec4 aNorm;\n"
95 "in vec3 aCo;\n"
96 "in vec3 aWorldCo;\n"
97 "\n"
98 "#line 1 1 \n"
99 "layout (location = 0) out vec4 oColour;\n"
100 "\n"
101 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
102 "layout (std140) uniform ub_world_lighting\n"
103 "{\n"
104 " vec4 g_cube_min;\n"
105 " vec4 g_cube_inv_range;\n"
106 "\n"
107 " vec4 g_water_plane;\n"
108 " vec4 g_depth_bounds;\n"
109 "\n"
110 " vec4 g_daysky_colour;\n"
111 " vec4 g_nightsky_colour;\n"
112 " vec4 g_sunset_colour;\n"
113 " vec4 g_ambient_colour;\n"
114 " vec4 g_sunset_ambient;\n"
115 " vec4 g_sun_colour;\n"
116 " vec4 g_sun_dir;\n"
117 " vec4 g_board_0;\n"
118 " vec4 g_board_1;\n"
119 "\n"
120 " float g_water_fog;\n"
121 " float g_time;\n"
122 " float g_realtime;\n"
123 " float g_shadow_length;\n"
124 " float g_shadow_spread;\n"
125 "\n"
126 " float g_time_of_day;\n"
127 " float g_day_phase;\n"
128 " float g_sunset_phase;\n"
129 "\n"
130 " int g_light_preview;\n"
131 " int g_shadow_samples;\n"
132 "\n"
133 " int g_debug_indices;\n"
134 " int g_debug_complexity;\n"
135 "};\n"
136 "\n"
137 "uniform sampler2D g_world_depth;\n"
138 "uniform samplerBuffer uLightsArray;\n"
139 "uniform usampler3D uLightsIndex;\n"
140 "\n"
141 "#line 1 1 \n"
142 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
143 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
144 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
145 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
146 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
147 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
148 "\n"
149 "const float SUN_ANGLE = 0.0001;\n"
150 "const float PI = 3.14159265;\n"
151 "\n"
152 "//struct world_info\n"
153 "//{\n"
154 "// float time,\n"
155 "// time_of_day,\n"
156 "// day_phase,\n"
157 "// sunset_phase;\n"
158 "// \n"
159 "// vec3 sun_dir;\n"
160 "//};\n"
161 "\n"
162 "float luminance( vec3 v )\n"
163 "{\n"
164 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
165 "}\n"
166 "\n"
167 "vec3 clearskies_ambient( vec3 dir )\n"
168 "{\n"
169 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
170 " float sky_gradient = dir.y;\n"
171 " \n"
172 " /* Blend phase colours */\n"
173 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
174 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
175 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
176 " \n"
177 " /* Add gradient */\n"
178 " ambient -= sky_gradient * luminance(ambient);\n"
179 " \n"
180 " return ambient;\n"
181 "}\n"
182 "\n"
183 "vec3 clearskies_sky( vec3 ray_dir )\n"
184 "{\n"
185 " ray_dir.y = abs( ray_dir.y );\n"
186 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
187 " \n"
188 " /* Sun */\n"
189 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
190 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
191 " float sun_shape = pow( sun_size, 2000.0 );\n"
192 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
193 " \n"
194 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
195 " sun_colour *= sun_shape;\n"
196 " \n"
197 " vec3 composite = sky_colour + sun_colour;\n"
198 " return composite;\n"
199 "}\n"
200 "\n"
201 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
202 "{\n"
203 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
204 "\n"
205 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
206 " g_sunset_phase );\n"
207 "\n"
208 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
209 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
210 " * g_sun_colour.rgb * g_day_phase;\n"
211 "\n"
212 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
213 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
214 " g_sunset_phase );\n"
215 "\n"
216 " return ambient + (light_sun + sky_reflection) * shadow;\n"
217 "}\n"
218 "\n"
219 "#line 44 0 \n"
220 "\n"
221 "float world_depth_sample( vec3 pos )\n"
222 "{\n"
223 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
224 " return texture( g_world_depth, depth_coord ).r;\n"
225 "}\n"
226 "\n"
227 "float world_water_depth( vec3 pos )\n"
228 "{\n"
229 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
230 " return world_depth_sample( pos ) - ref_depth;\n"
231 "}\n"
232 "\n"
233 "float shadow_sample( vec3 co ){\n"
234 " float height_sample = world_depth_sample( co );\n"
235 "\n"
236 " float fdelta = height_sample - co.y;\n"
237 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
238 "}\n"
239 "\n"
240 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
241 " if( g_shadow_samples == 0 ){\n"
242 " return 1.0;\n"
243 " }\n"
244 "\n"
245 " float fspread = g_shadow_spread;\n"
246 " float flength = g_shadow_length;\n"
247 "\n"
248 " float famt = 0.0;\n"
249 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
250 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
251 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
252 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
253 "\n"
254 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
255 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
256 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
257 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
258 "\n"
259 " return 1.0 - famt;\n"
260 "}\n"
261 "\n"
262 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
263 "{\n"
264 " vec3 specdir = reflect( -dir, wnormal );\n"
265 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
266 "}\n"
267 "\n"
268 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
269 "{\n"
270 " float dist = pow(fdist*0.0010,0.78);\n"
271 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
272 "}\n"
273 "\n"
274 "vec3 rand33(vec3 p3)\n"
275 "{\n"
276 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
277 " p3 += dot(p3, p3.yxz+33.33);\n"
278 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
279 "}\n"
280 "\n"
281 "vec3 scene_calculate_light( int light_index, \n"
282 " vec3 halfview, vec3 co, vec3 normal )\n"
283 "{\n"
284 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
285 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
286 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
287 "\n"
288 " vec3 light_delta = light_co.xyz-co;\n"
289 " float dist2 = dot(light_delta,light_delta);\n"
290 "\n"
291 " light_delta = normalize( light_delta );\n"
292 "\n"
293 " float quadratic = dist2*100.0;\n"
294 " float attenuation = 1.0/( 1.0 + quadratic );\n"
295 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
296 "\n"
297 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
298 "\n"
299 " if( light_dir.w < 0.999999 ){\n"
300 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
301 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
302 " }\n"
303 "\n"
304 " return light_colour.rgb * attenuation * falloff \n"
305 " * step( g_day_phase, light_colour.w );\n"
306 "}\n"
307 "\n"
308 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
309 " vec3 halfview, vec3 co, vec3 normal )\n"
310 "{\n"
311 " uint light_count = packed_index & 0x3u;\n"
312 "\n"
313 " vec3 l = vec3(0.0);\n"
314 "\n"
315 " if( light_count >= 1u ){\n"
316 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
317 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
318 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
319 "\n"
320 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
321 "\n"
322 " if( light_count >= 2u ){\n"
323 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
324 "\n"
325 " if( light_count >= 3u ){\n"
326 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
327 " }\n"
328 " }\n"
329 " }\n"
330 "\n"
331 " return l;\n"
332 "}\n"
333 "\n"
334 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
335 " float light_mask )\n"
336 "{\n"
337 " if( g_light_preview == 1 )\n"
338 " diffuse = vec3(0.75);\n"
339 "\n"
340 " // Lighting\n"
341 " vec3 halfview = uCamera - co;\n"
342 " float fdist = length(halfview);\n"
343 " halfview /= fdist;\n"
344 "\n"
345 " float world_shadow = newlight_compute_sun_shadow( \n"
346 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
347 "\n"
348 " vec3 total_light = clearskies_lighting( \n"
349 " normal, min( light_mask, world_shadow ), halfview );\n"
350 "\n"
351 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
352 " cube_coord = floor( cube_coord );\n"
353 "\n"
354 " if( g_debug_indices == 1 )\n"
355 " {\n"
356 " return rand33(cube_coord);\n"
357 " }\n"
358 "\n"
359 " if( g_debug_complexity == 1 )\n"
360 " {\n"
361 " ivec3 coord = ivec3( cube_coord );\n"
362 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
363 "\n"
364 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
365 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
366 " }\n"
367 "\n"
368 " // FIXME: this coord should absolutely must be clamped!\n"
369 " \n"
370 " ivec3 coord = ivec3( cube_coord );\n"
371 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
372 "\n"
373 " total_light += \n"
374 " scene_calculate_packed_light_patch( index_sample.x,\n"
375 " halfview, co, normal ) \n"
376 " * light_mask;\n"
377 " total_light += \n"
378 " scene_calculate_packed_light_patch( index_sample.y,\n"
379 " halfview, co, normal )\n"
380 " * light_mask;\n"
381 "\n"
382 " // Take a section of the sky function to give us a matching fog colour\n"
383 "\n"
384 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
385 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
386 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
387 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
388 " \n"
389 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
390 " sun_colour *= sun_shape;\n"
391 "\n"
392 " fog_colour += sun_colour;\n"
393 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
394 "}\n"
395 "\n"
396 "#line 9 0 \n"
397 "\n"
398 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
399 "{\n"
400 " vec3 pa = p - a;\n"
401 " vec3 ba = b - a;\n"
402 "\n"
403 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
404 " return length( pa - ba*h );\n"
405 "}\n"
406 "\n"
407 "float compute_board_shadow()\n"
408 "{\n"
409 " // player shadow\n"
410 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
411 " g_board_1.xyz )-0.1 );\n"
412 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
413 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
414 "\n"
415 " return 1.0 - player_shadow*0.8;\n"
416 "}\n"
417 "\n"
418 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
419 "{\n"
420 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
421 "}\n"
422 "\n"
423 "#line 7 0 \n"
424 "#line 1 2 \n"
425 "const float k_motion_lerp_amount = 0.01;\n"
426 "\n"
427 "#line 2 0 \n"
428 "\n"
429 "layout (location = 1) out vec2 oMotionVec;\n"
430 "\n"
431 "in vec3 aMotionVec0;\n"
432 "in vec3 aMotionVec1;\n"
433 "\n"
434 "void compute_motion_vectors()\n"
435 "{\n"
436 " // Write motion vectors\n"
437 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
438 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
439 "\n"
440 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
441 "}\n"
442 "\n"
443 "#line 8 0 \n"
444 "\n"
445 "void main()\n"
446 "{\n"
447 " compute_motion_vectors();\n"
448 "\n"
449 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
450 " vec4 vsamplemain = texture( uTexMain, aUv );\n"
451 " vec3 qnorm = aNorm.xyz;\n"
452 "\n"
453 " vfrag = vsamplemain.rgb;\n"
454 "\n"
455 " if( g_light_preview == 1 )\n"
456 " {\n"
457 " vfrag = vec3(0.5);\n"
458 " }\n"
459 "\n"
460 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
461 " oColour = vec4( vfrag, 1.0 );\n"
462 "}\n"
463 ""},
464 };
465
466 static GLuint _uniform_scene_scoretext_uMdl;
467 static GLuint _uniform_scene_scoretext_uPv;
468 static GLuint _uniform_scene_scoretext_uPvmPrev;
469 static GLuint _uniform_scene_scoretext_uInfo;
470 static GLuint _uniform_scene_scoretext_uTexGarbage;
471 static GLuint _uniform_scene_scoretext_uTexMain;
472 static GLuint _uniform_scene_scoretext_uCamera;
473 static GLuint _uniform_scene_scoretext_uPlane;
474 static GLuint _uniform_scene_scoretext_g_world_depth;
475 static GLuint _uniform_scene_scoretext_uLightsArray;
476 static GLuint _uniform_scene_scoretext_uLightsIndex;
477 static void shader_scene_scoretext_uMdl(m4x3f m){
478 glUniformMatrix4x3fv(_uniform_scene_scoretext_uMdl,1,GL_FALSE,(float*)m);
479 }
480 static void shader_scene_scoretext_uPv(m4x4f m){
481 glUniformMatrix4fv(_uniform_scene_scoretext_uPv,1,GL_FALSE,(float*)m);
482 }
483 static void shader_scene_scoretext_uPvmPrev(m4x4f m){
484 glUniformMatrix4fv(_uniform_scene_scoretext_uPvmPrev,1,GL_FALSE,(float*)m);
485 }
486 static void shader_scene_scoretext_uInfo(v3f v){
487 glUniform3fv(_uniform_scene_scoretext_uInfo,1,v);
488 }
489 static void shader_scene_scoretext_uTexGarbage(int i){
490 glUniform1i(_uniform_scene_scoretext_uTexGarbage,i);
491 }
492 static void shader_scene_scoretext_uTexMain(int i){
493 glUniform1i(_uniform_scene_scoretext_uTexMain,i);
494 }
495 static void shader_scene_scoretext_uCamera(v3f v){
496 glUniform3fv(_uniform_scene_scoretext_uCamera,1,v);
497 }
498 static void shader_scene_scoretext_uPlane(v4f v){
499 glUniform4fv(_uniform_scene_scoretext_uPlane,1,v);
500 }
501 static void shader_scene_scoretext_g_world_depth(int i){
502 glUniform1i(_uniform_scene_scoretext_g_world_depth,i);
503 }
504 static void shader_scene_scoretext_register(void){
505 vg_shader_register( &_shader_scene_scoretext );
506 }
507 static void shader_scene_scoretext_use(void){ glUseProgram(_shader_scene_scoretext.id); }
508 static void shader_scene_scoretext_link(void){
509 _uniform_scene_scoretext_uMdl = glGetUniformLocation( _shader_scene_scoretext.id, "uMdl" );
510 _uniform_scene_scoretext_uPv = glGetUniformLocation( _shader_scene_scoretext.id, "uPv" );
511 _uniform_scene_scoretext_uPvmPrev = glGetUniformLocation( _shader_scene_scoretext.id, "uPvmPrev" );
512 _uniform_scene_scoretext_uInfo = glGetUniformLocation( _shader_scene_scoretext.id, "uInfo" );
513 _uniform_scene_scoretext_uTexGarbage = glGetUniformLocation( _shader_scene_scoretext.id, "uTexGarbage" );
514 _uniform_scene_scoretext_uTexMain = glGetUniformLocation( _shader_scene_scoretext.id, "uTexMain" );
515 _uniform_scene_scoretext_uCamera = glGetUniformLocation( _shader_scene_scoretext.id, "uCamera" );
516 _uniform_scene_scoretext_uPlane = glGetUniformLocation( _shader_scene_scoretext.id, "uPlane" );
517 _uniform_scene_scoretext_g_world_depth = glGetUniformLocation( _shader_scene_scoretext.id, "g_world_depth" );
518 _uniform_scene_scoretext_uLightsArray = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsArray" );
519 _uniform_scene_scoretext_uLightsIndex = glGetUniformLocation( _shader_scene_scoretext.id, "uLightsIndex" );
520 }
521 #endif /* SHADER_scene_scoretext_H */