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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_terrain.h
1 #ifndef SHADER_scene_terrain_H
2 #define SHADER_scene_terrain_H
3 static void shader_scene_terrain_link(void);
4 static void shader_scene_terrain_register(void);
5 static struct vg_shader _shader_scene_terrain = {
6 .name = "scene_terrain",
7 .link = shader_scene_terrain_link,
8 .vs =
9 {
10 .orig_file = "shaders/scene.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 "\n"
40 "out vec2 aUv;\n"
41 "out vec4 aNorm;\n"
42 "out vec3 aCo;\n"
43 "out vec3 aWorldCo;\n"
44 "\n"
45 "void main()\n"
46 "{\n"
47 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
48 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
49 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
50 "\n"
51 " vs_motion_out( vproj0, vproj1 );\n"
52 "\n"
53 " gl_Position = vproj0;\n"
54 "\n"
55 " aUv = a_uv;\n"
56 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
57 " aCo = a_co;\n"
58 " aWorldCo = world_pos0;\n"
59 "}\n"
60 ""},
61 .fs =
62 {
63 .orig_file = "shaders/scene_terrain.fs",
64 .static_src =
65 "uniform sampler2D uTexGarbage;\n"
66 "uniform sampler2D uTexGradients;\n"
67 "uniform vec3 uCamera;\n"
68 "uniform vec3 uSandColour;\n"
69 "uniform vec2 uBlendOffset;\n"
70 "uniform vec3 uBoard0;\n"
71 "uniform vec3 uBoard1;\n"
72 "\n"
73 "#line 1 1 \n"
74 "// :D\n"
75 "\n"
76 "in vec2 aUv;\n"
77 "in vec4 aNorm;\n"
78 "in vec3 aCo;\n"
79 "in vec3 aWorldCo;\n"
80 "\n"
81 "#line 1 1 \n"
82 "layout (location = 0) out vec4 oColour;\n"
83 "\n"
84 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
85 "layout (std140) uniform ub_world_lighting\n"
86 "{\n"
87 " vec4 g_cube_min;\n"
88 " vec4 g_cube_inv_range;\n"
89 "\n"
90 " vec4 g_water_plane;\n"
91 " vec4 g_depth_bounds;\n"
92 "\n"
93 " vec4 g_daysky_colour;\n"
94 " vec4 g_nightsky_colour;\n"
95 " vec4 g_sunset_colour;\n"
96 " vec4 g_ambient_colour;\n"
97 " vec4 g_sunset_ambient;\n"
98 " vec4 g_sun_colour;\n"
99 " vec4 g_sun_dir;\n"
100 "\n"
101 " float g_water_fog;\n"
102 " float g_time;\n"
103 " float g_realtime;\n"
104 " float g_shadow_length;\n"
105 " float g_shadow_spread;\n"
106 "\n"
107 " float g_time_of_day;\n"
108 " float g_day_phase;\n"
109 " float g_sunset_phase;\n"
110 "\n"
111 " int g_light_preview;\n"
112 " int g_shadow_samples;\n"
113 "\n"
114 " int g_debug_indices;\n"
115 " int g_debug_complexity;\n"
116 "};\n"
117 "\n"
118 "uniform sampler2D g_world_depth;\n"
119 "uniform samplerBuffer uLightsArray;\n"
120 "uniform usampler3D uLightsIndex;\n"
121 "\n"
122 "#line 1 1 \n"
123 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
124 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
125 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
126 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
127 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
128 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
129 "\n"
130 "const float SUN_ANGLE = 0.0001;\n"
131 "const float PI = 3.14159265;\n"
132 "\n"
133 "//struct world_info\n"
134 "//{\n"
135 "// float time,\n"
136 "// time_of_day,\n"
137 "// day_phase,\n"
138 "// sunset_phase;\n"
139 "// \n"
140 "// vec3 sun_dir;\n"
141 "//};\n"
142 "\n"
143 "float luminance( vec3 v )\n"
144 "{\n"
145 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
146 "}\n"
147 "\n"
148 "vec3 clearskies_ambient( vec3 dir )\n"
149 "{\n"
150 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
151 " float sky_gradient = dir.y;\n"
152 " \n"
153 " /* Blend phase colours */\n"
154 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
155 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
156 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
157 " \n"
158 " /* Add gradient */\n"
159 " ambient -= sky_gradient * luminance(ambient);\n"
160 " \n"
161 " return ambient;\n"
162 "}\n"
163 "\n"
164 "vec3 clearskies_sky( vec3 ray_dir )\n"
165 "{\n"
166 " ray_dir.y = abs( ray_dir.y );\n"
167 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
168 " \n"
169 " /* Sun */\n"
170 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
171 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
172 " float sun_shape = pow( sun_size, 2000.0 );\n"
173 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
174 " \n"
175 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
176 " sun_colour *= sun_shape;\n"
177 " \n"
178 " vec3 composite = sky_colour + sun_colour;\n"
179 " return composite;\n"
180 "}\n"
181 "\n"
182 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
183 "{\n"
184 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
185 "\n"
186 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
187 " g_sunset_phase );\n"
188 "\n"
189 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
190 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
191 " * g_sun_colour.rgb * g_day_phase;\n"
192 "\n"
193 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
194 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
195 " g_sunset_phase );\n"
196 "\n"
197 " return ambient + (light_sun + sky_reflection) * shadow;\n"
198 "}\n"
199 "\n"
200 "#line 42 0 \n"
201 "\n"
202 "float world_depth_sample( vec3 pos )\n"
203 "{\n"
204 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
205 " return texture( g_world_depth, depth_coord ).r;\n"
206 "}\n"
207 "\n"
208 "float world_water_depth( vec3 pos )\n"
209 "{\n"
210 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
211 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
212 " return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
213 "}\n"
214 "\n"
215 "float shadow_sample( vec3 vdir )\n"
216 "{\n"
217 " vec3 sample_pos = aWorldCo + vdir;\n"
218 " float height_sample = world_depth_sample( sample_pos );\n"
219 "\n"
220 " float fdelta = height_sample - sample_pos.y;\n"
221 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
222 "}\n"
223 "\n"
224 "float newlight_compute_sun_shadow( vec3 dir )\n"
225 "{\n"
226 " if( g_shadow_samples == 0 )\n"
227 " {\n"
228 " return 1.0;\n"
229 " }\n"
230 "\n"
231 " float fspread = g_shadow_spread;\n"
232 " float flength = g_shadow_length;\n"
233 "\n"
234 " float famt = 0.0;\n"
235 " famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
236 " famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
237 " famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
238 " famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
239 "\n"
240 " //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
241 " //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
242 " //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
243 " //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
244 "\n"
245 " return 1.0 - famt;\n"
246 "}\n"
247 "\n"
248 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
249 "{\n"
250 " vec3 specdir = reflect( -dir, wnormal );\n"
251 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
252 "}\n"
253 "\n"
254 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
255 "{\n"
256 " float dist = pow(fdist*0.0010,0.78);\n"
257 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
258 "}\n"
259 "\n"
260 "vec3 rand33(vec3 p3)\n"
261 "{\n"
262 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
263 " p3 += dot(p3, p3.yxz+33.33);\n"
264 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
265 "}\n"
266 "\n"
267 "vec3 scene_calculate_light( int light_index, \n"
268 " vec3 halfview, vec3 co, vec3 normal )\n"
269 "{\n"
270 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
271 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
272 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
273 "\n"
274 " vec3 light_delta = light_co.xyz-co;\n"
275 " float dist2 = dot(light_delta,light_delta);\n"
276 "\n"
277 " light_delta = normalize( light_delta );\n"
278 "\n"
279 " float quadratic = dist2*100.0;\n"
280 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
281 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
282 "\n"
283 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
284 "\n"
285 " if( light_dir.w < 0.999999 ){\n"
286 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
287 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
288 " }\n"
289 "\n"
290 " return light_colour.rgb * attenuation * falloff \n"
291 " * step( g_day_phase, light_colour.w );\n"
292 "}\n"
293 "\n"
294 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
295 " vec3 halfview, vec3 co, vec3 normal )\n"
296 "{\n"
297 " uint light_count = packed_index & 0x3u;\n"
298 "\n"
299 " vec3 l = vec3(0.0);\n"
300 "\n"
301 " if( light_count >= 1u ){\n"
302 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
303 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
304 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
305 "\n"
306 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
307 "\n"
308 " if( light_count >= 2u ){\n"
309 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
310 "\n"
311 " if( light_count >= 3u ){\n"
312 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
313 " }\n"
314 " }\n"
315 " }\n"
316 "\n"
317 " return l;\n"
318 "}\n"
319 "\n"
320 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
321 " float light_mask )\n"
322 "{\n"
323 " if( g_light_preview == 1 )\n"
324 " diffuse = vec3(0.75);\n"
325 "\n"
326 " // Lighting\n"
327 " vec3 halfview = uCamera - co;\n"
328 " float fdist = length(halfview);\n"
329 " halfview /= fdist;\n"
330 "\n"
331 " float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
332 " * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
333 "\n"
334 " vec3 total_light = clearskies_lighting( \n"
335 " normal, min( light_mask, world_shadow ), halfview );\n"
336 "\n"
337 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
338 " cube_coord = floor( cube_coord );\n"
339 "\n"
340 " if( g_debug_indices == 1 )\n"
341 " {\n"
342 " return rand33(cube_coord);\n"
343 " }\n"
344 "\n"
345 " if( g_debug_complexity == 1 )\n"
346 " {\n"
347 " ivec3 coord = ivec3( cube_coord );\n"
348 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
349 "\n"
350 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
351 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
352 " }\n"
353 "\n"
354 " // FIXME: this coord should absolutely must be clamped!\n"
355 " \n"
356 " ivec3 coord = ivec3( cube_coord );\n"
357 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
358 "\n"
359 " total_light += \n"
360 " scene_calculate_packed_light_patch( index_sample.x,\n"
361 " halfview, co, normal ) \n"
362 " * light_mask;\n"
363 " total_light += \n"
364 " scene_calculate_packed_light_patch( index_sample.y,\n"
365 " halfview, co, normal )\n"
366 " * light_mask;\n"
367 "\n"
368 " // Take a section of the sky function to give us a matching fog colour\n"
369 "\n"
370 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
371 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
372 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
373 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
374 " \n"
375 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
376 " sun_colour *= sun_shape;\n"
377 "\n"
378 " fog_colour += sun_colour;\n"
379 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
380 "}\n"
381 "\n"
382 "#line 9 0 \n"
383 "\n"
384 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
385 "{\n"
386 " vec3 pa = p - a;\n"
387 " vec3 ba = b - a;\n"
388 "\n"
389 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
390 " return length( pa - ba*h );\n"
391 "}\n"
392 "\n"
393 "float compute_board_shadow()\n"
394 "{\n"
395 " // player shadow\n"
396 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
397 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
398 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
399 "\n"
400 " return 1.0 - player_shadow*0.8;\n"
401 "}\n"
402 "\n"
403 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
404 "{\n"
405 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
406 "}\n"
407 "\n"
408 "#line 10 0 \n"
409 "#line 1 2 \n"
410 "const float k_motion_lerp_amount = 0.01;\n"
411 "\n"
412 "#line 2 0 \n"
413 "\n"
414 "layout (location = 1) out vec2 oMotionVec;\n"
415 "\n"
416 "in vec3 aMotionVec0;\n"
417 "in vec3 aMotionVec1;\n"
418 "\n"
419 "void compute_motion_vectors()\n"
420 "{\n"
421 " // Write motion vectors\n"
422 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
423 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
424 "\n"
425 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
426 "}\n"
427 "\n"
428 "#line 11 0 \n"
429 "\n"
430 "void main()\n"
431 "{\n"
432 " compute_motion_vectors();\n"
433 "\n"
434 " // Colour\n"
435 " // ------\n"
436 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
437 "\n"
438 " // ws modulation\n"
439 " vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
440 " \n"
441 " // Creating normal patches\n"
442 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
443 " vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
444 " qnorm += vec3(0.001,0.0,0.0);\n"
445 "\n"
446 " vec2 dir = normalize(qnorm.xz);\n"
447 " vec2 uvdiffuse = aCo.xz * 0.02;\n"
448 " uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
449 " \n"
450 " // Patch local noise\n"
451 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
452 "\n"
453 " // Colour blending\n"
454 " float amtgrass = step(qnorm.y,0.6);\n"
455 " float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
456 " vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
457 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
458 " vfrag = mix( vfrag, uSandColour, amtsand );\n"
459 "\n"
460 " qnorm = mix( qnorm, aNorm.xyz, amtsand );\n"
461 " \n"
462 " if( g_light_preview == 1 )\n"
463 " {\n"
464 " vfrag = vec3(0.5);\n"
465 " }\n"
466 "\n"
467 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
468 " oColour = vec4(vfrag, 1.0);\n"
469 "}\n"
470 ""},
471 };
472
473 static GLuint _uniform_scene_terrain_uMdl;
474 static GLuint _uniform_scene_terrain_uPv;
475 static GLuint _uniform_scene_terrain_uPvmPrev;
476 static GLuint _uniform_scene_terrain_uTexGarbage;
477 static GLuint _uniform_scene_terrain_uTexGradients;
478 static GLuint _uniform_scene_terrain_uCamera;
479 static GLuint _uniform_scene_terrain_uSandColour;
480 static GLuint _uniform_scene_terrain_uBlendOffset;
481 static GLuint _uniform_scene_terrain_uBoard0;
482 static GLuint _uniform_scene_terrain_uBoard1;
483 static GLuint _uniform_scene_terrain_g_world_depth;
484 static GLuint _uniform_scene_terrain_uLightsArray;
485 static GLuint _uniform_scene_terrain_uLightsIndex;
486 static void shader_scene_terrain_uMdl(m4x3f m){
487 glUniformMatrix4x3fv(_uniform_scene_terrain_uMdl,1,GL_FALSE,(float*)m);
488 }
489 static void shader_scene_terrain_uPv(m4x4f m){
490 glUniformMatrix4fv(_uniform_scene_terrain_uPv,1,GL_FALSE,(float*)m);
491 }
492 static void shader_scene_terrain_uPvmPrev(m4x4f m){
493 glUniformMatrix4fv(_uniform_scene_terrain_uPvmPrev,1,GL_FALSE,(float*)m);
494 }
495 static void shader_scene_terrain_uTexGarbage(int i){
496 glUniform1i(_uniform_scene_terrain_uTexGarbage,i);
497 }
498 static void shader_scene_terrain_uTexGradients(int i){
499 glUniform1i(_uniform_scene_terrain_uTexGradients,i);
500 }
501 static void shader_scene_terrain_uCamera(v3f v){
502 glUniform3fv(_uniform_scene_terrain_uCamera,1,v);
503 }
504 static void shader_scene_terrain_uSandColour(v3f v){
505 glUniform3fv(_uniform_scene_terrain_uSandColour,1,v);
506 }
507 static void shader_scene_terrain_uBlendOffset(v2f v){
508 glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v);
509 }
510 static void shader_scene_terrain_uBoard0(v3f v){
511 glUniform3fv(_uniform_scene_terrain_uBoard0,1,v);
512 }
513 static void shader_scene_terrain_uBoard1(v3f v){
514 glUniform3fv(_uniform_scene_terrain_uBoard1,1,v);
515 }
516 static void shader_scene_terrain_g_world_depth(int i){
517 glUniform1i(_uniform_scene_terrain_g_world_depth,i);
518 }
519 static void shader_scene_terrain_register(void){
520 vg_shader_register( &_shader_scene_terrain );
521 }
522 static void shader_scene_terrain_use(void){ glUseProgram(_shader_scene_terrain.id); }
523 static void shader_scene_terrain_link(void){
524 _uniform_scene_terrain_uMdl = glGetUniformLocation( _shader_scene_terrain.id, "uMdl" );
525 _uniform_scene_terrain_uPv = glGetUniformLocation( _shader_scene_terrain.id, "uPv" );
526 _uniform_scene_terrain_uPvmPrev = glGetUniformLocation( _shader_scene_terrain.id, "uPvmPrev" );
527 _uniform_scene_terrain_uTexGarbage = glGetUniformLocation( _shader_scene_terrain.id, "uTexGarbage" );
528 _uniform_scene_terrain_uTexGradients = glGetUniformLocation( _shader_scene_terrain.id, "uTexGradients" );
529 _uniform_scene_terrain_uCamera = glGetUniformLocation( _shader_scene_terrain.id, "uCamera" );
530 _uniform_scene_terrain_uSandColour = glGetUniformLocation( _shader_scene_terrain.id, "uSandColour" );
531 _uniform_scene_terrain_uBlendOffset = glGetUniformLocation( _shader_scene_terrain.id, "uBlendOffset" );
532 _uniform_scene_terrain_uBoard0 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard0" );
533 _uniform_scene_terrain_uBoard1 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard1" );
534 _uniform_scene_terrain_g_world_depth = glGetUniformLocation( _shader_scene_terrain.id, "g_world_depth" );
535 _uniform_scene_terrain_uLightsArray = glGetUniformLocation( _shader_scene_terrain.id, "uLightsArray" );
536 _uniform_scene_terrain_uLightsIndex = glGetUniformLocation( _shader_scene_terrain.id, "uLightsIndex" );
537 }
538 #endif /* SHADER_scene_terrain_H */