stepping
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water.h
1 #ifndef SHADER_scene_water_H
2 #define SHADER_scene_water_H
3 static void shader_scene_water_link(void);
4 static void shader_scene_water_register(void);
5 static struct vg_shader _shader_scene_water = {
6 .name = "scene_water",
7 .link = shader_scene_water_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_water.fs",
64 .static_src =
65 "uniform sampler2D uTexMain;\n"
66 "uniform sampler2D uTexDudv;\n"
67 "uniform sampler2D uTexBack;\n"
68 "\n"
69 "uniform vec2 uInvRes;\n"
70 "uniform float uTime;\n"
71 "uniform vec3 uCamera;\n"
72 "uniform float uSurfaceY;\n"
73 "uniform vec3 uBoard0;\n"
74 "uniform vec3 uBoard1;\n"
75 "\n"
76 "uniform vec3 uShoreColour;\n"
77 "uniform vec3 uOceanColour;\n"
78 "\n"
79 "#line 1 1 \n"
80 "// :D\n"
81 "\n"
82 "in vec2 aUv;\n"
83 "in vec4 aNorm;\n"
84 "in vec3 aCo;\n"
85 "in vec3 aWorldCo;\n"
86 "\n"
87 "#line 1 1 \n"
88 "layout (location = 0) out vec4 oColour;\n"
89 "\n"
90 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
91 "layout (std140) uniform ub_world_lighting\n"
92 "{\n"
93 " vec4 g_cube_min;\n"
94 " vec4 g_cube_inv_range;\n"
95 "\n"
96 " vec4 g_water_plane;\n"
97 " vec4 g_depth_bounds;\n"
98 "\n"
99 " vec4 g_daysky_colour;\n"
100 " vec4 g_nightsky_colour;\n"
101 " vec4 g_sunset_colour;\n"
102 " vec4 g_ambient_colour;\n"
103 " vec4 g_sunset_ambient;\n"
104 " vec4 g_sun_colour;\n"
105 " vec4 g_sun_dir;\n"
106 "\n"
107 " float g_water_fog;\n"
108 " float g_time;\n"
109 " float g_realtime;\n"
110 " float g_shadow_length;\n"
111 " float g_shadow_spread;\n"
112 "\n"
113 " float g_time_of_day;\n"
114 " float g_day_phase;\n"
115 " float g_sunset_phase;\n"
116 "\n"
117 " int g_light_preview;\n"
118 " int g_shadow_samples;\n"
119 "\n"
120 " int g_debug_indices;\n"
121 " int g_debug_complexity;\n"
122 "};\n"
123 "\n"
124 "uniform sampler2D g_world_depth;\n"
125 "uniform samplerBuffer uLightsArray;\n"
126 "uniform usampler3D uLightsIndex;\n"
127 "\n"
128 "#line 1 1 \n"
129 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
130 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
131 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
132 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
133 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
134 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
135 "\n"
136 "const float SUN_ANGLE = 0.0001;\n"
137 "const float PI = 3.14159265;\n"
138 "\n"
139 "//struct world_info\n"
140 "//{\n"
141 "// float time,\n"
142 "// time_of_day,\n"
143 "// day_phase,\n"
144 "// sunset_phase;\n"
145 "// \n"
146 "// vec3 sun_dir;\n"
147 "//};\n"
148 "\n"
149 "float luminance( vec3 v )\n"
150 "{\n"
151 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
152 "}\n"
153 "\n"
154 "vec3 clearskies_ambient( vec3 dir )\n"
155 "{\n"
156 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
157 " float sky_gradient = dir.y;\n"
158 " \n"
159 " /* Blend phase colours */\n"
160 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
161 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
162 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
163 " \n"
164 " /* Add gradient */\n"
165 " ambient -= sky_gradient * luminance(ambient);\n"
166 " \n"
167 " return ambient;\n"
168 "}\n"
169 "\n"
170 "vec3 clearskies_sky( vec3 ray_dir )\n"
171 "{\n"
172 " ray_dir.y = abs( ray_dir.y );\n"
173 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
174 " \n"
175 " /* Sun */\n"
176 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
177 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
178 " float sun_shape = pow( sun_size, 2000.0 );\n"
179 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
180 " \n"
181 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
182 " sun_colour *= sun_shape;\n"
183 " \n"
184 " vec3 composite = sky_colour + sun_colour;\n"
185 " return composite;\n"
186 "}\n"
187 "\n"
188 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
189 "{\n"
190 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
191 "\n"
192 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
193 " g_sunset_phase );\n"
194 "\n"
195 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
196 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
197 " * g_sun_colour.rgb * g_day_phase;\n"
198 "\n"
199 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
200 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
201 " g_sunset_phase );\n"
202 "\n"
203 " return ambient + (light_sun + sky_reflection) * shadow;\n"
204 "}\n"
205 "\n"
206 "#line 42 0 \n"
207 "\n"
208 "float world_depth_sample( vec3 pos )\n"
209 "{\n"
210 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
211 " return texture( g_world_depth, depth_coord ).r;\n"
212 "}\n"
213 "\n"
214 "float world_water_depth( vec3 pos )\n"
215 "{\n"
216 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
217 " return world_depth_sample( pos ) - ref_depth;\n"
218 "}\n"
219 "\n"
220 "float shadow_sample( vec3 vdir )\n"
221 "{\n"
222 " vec3 sample_pos = aWorldCo + vdir;\n"
223 " float height_sample = world_depth_sample( sample_pos );\n"
224 "\n"
225 " float fdelta = height_sample - sample_pos.y;\n"
226 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
227 "}\n"
228 "\n"
229 "float newlight_compute_sun_shadow( vec3 dir )\n"
230 "{\n"
231 " if( g_shadow_samples == 0 )\n"
232 " {\n"
233 " return 1.0;\n"
234 " }\n"
235 "\n"
236 " float fspread = g_shadow_spread;\n"
237 " float flength = g_shadow_length;\n"
238 "\n"
239 " float famt = 0.0;\n"
240 " famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
241 " famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
242 " famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
243 " famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
244 "\n"
245 " //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
246 " //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
247 " //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
248 " //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
249 "\n"
250 " return 1.0 - famt;\n"
251 "}\n"
252 "\n"
253 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
254 "{\n"
255 " vec3 specdir = reflect( -dir, wnormal );\n"
256 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
257 "}\n"
258 "\n"
259 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
260 "{\n"
261 " float dist = pow(fdist*0.0010,0.78);\n"
262 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
263 "}\n"
264 "\n"
265 "vec3 rand33(vec3 p3)\n"
266 "{\n"
267 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
268 " p3 += dot(p3, p3.yxz+33.33);\n"
269 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
270 "}\n"
271 "\n"
272 "vec3 scene_calculate_light( int light_index, \n"
273 " vec3 halfview, vec3 co, vec3 normal )\n"
274 "{\n"
275 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
276 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
277 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
278 "\n"
279 " vec3 light_delta = light_co.xyz-co;\n"
280 " float dist2 = dot(light_delta,light_delta);\n"
281 "\n"
282 " light_delta = normalize( light_delta );\n"
283 "\n"
284 " float quadratic = dist2*100.0;\n"
285 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
286 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
287 "\n"
288 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
289 "\n"
290 " if( light_dir.w < 0.999999 ){\n"
291 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
292 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
293 " }\n"
294 "\n"
295 " return light_colour.rgb * attenuation * falloff \n"
296 " * step( g_day_phase, light_colour.w );\n"
297 "}\n"
298 "\n"
299 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
300 " vec3 halfview, vec3 co, vec3 normal )\n"
301 "{\n"
302 " uint light_count = packed_index & 0x3u;\n"
303 "\n"
304 " vec3 l = vec3(0.0);\n"
305 "\n"
306 " if( light_count >= 1u ){\n"
307 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
308 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
309 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
310 "\n"
311 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
312 "\n"
313 " if( light_count >= 2u ){\n"
314 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
315 "\n"
316 " if( light_count >= 3u ){\n"
317 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
318 " }\n"
319 " }\n"
320 " }\n"
321 "\n"
322 " return l;\n"
323 "}\n"
324 "\n"
325 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
326 " float light_mask )\n"
327 "{\n"
328 " if( g_light_preview == 1 )\n"
329 " diffuse = vec3(0.75);\n"
330 "\n"
331 " // Lighting\n"
332 " vec3 halfview = uCamera - co;\n"
333 " float fdist = length(halfview);\n"
334 " halfview /= fdist;\n"
335 "\n"
336 " float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
337 " * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
338 "\n"
339 " vec3 total_light = clearskies_lighting( \n"
340 " normal, min( light_mask, world_shadow ), halfview );\n"
341 "\n"
342 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
343 " cube_coord = floor( cube_coord );\n"
344 "\n"
345 " if( g_debug_indices == 1 )\n"
346 " {\n"
347 " return rand33(cube_coord);\n"
348 " }\n"
349 "\n"
350 " if( g_debug_complexity == 1 )\n"
351 " {\n"
352 " ivec3 coord = ivec3( cube_coord );\n"
353 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
354 "\n"
355 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
356 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
357 " }\n"
358 "\n"
359 " // FIXME: this coord should absolutely must be clamped!\n"
360 " \n"
361 " ivec3 coord = ivec3( cube_coord );\n"
362 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
363 "\n"
364 " total_light += \n"
365 " scene_calculate_packed_light_patch( index_sample.x,\n"
366 " halfview, co, normal ) \n"
367 " * light_mask;\n"
368 " total_light += \n"
369 " scene_calculate_packed_light_patch( index_sample.y,\n"
370 " halfview, co, normal )\n"
371 " * light_mask;\n"
372 "\n"
373 " // Take a section of the sky function to give us a matching fog colour\n"
374 "\n"
375 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
376 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
377 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
378 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
379 " \n"
380 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
381 " sun_colour *= sun_shape;\n"
382 "\n"
383 " fog_colour += sun_colour;\n"
384 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
385 "}\n"
386 "\n"
387 "#line 9 0 \n"
388 "\n"
389 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
390 "{\n"
391 " vec3 pa = p - a;\n"
392 " vec3 ba = b - a;\n"
393 "\n"
394 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
395 " return length( pa - ba*h );\n"
396 "}\n"
397 "\n"
398 "float compute_board_shadow()\n"
399 "{\n"
400 " // player shadow\n"
401 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
402 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
403 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
404 "\n"
405 " return 1.0 - player_shadow*0.8;\n"
406 "}\n"
407 "\n"
408 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
409 "{\n"
410 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
411 "}\n"
412 "\n"
413 "#line 16 0 \n"
414 "#line 1 2 \n"
415 "const float k_motion_lerp_amount = 0.01;\n"
416 "\n"
417 "#line 2 0 \n"
418 "\n"
419 "layout (location = 1) out vec2 oMotionVec;\n"
420 "\n"
421 "in vec3 aMotionVec0;\n"
422 "in vec3 aMotionVec1;\n"
423 "\n"
424 "void compute_motion_vectors()\n"
425 "{\n"
426 " // Write motion vectors\n"
427 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
428 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
429 "\n"
430 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
431 "}\n"
432 "\n"
433 "#line 17 0 \n"
434 "\n"
435 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
436 " vec4 beneath, vec4 above )\n"
437 "{\n"
438 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
439 "\n"
440 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
441 "\n"
442 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
443 " vec3 specdir = reflect( -lightdir, vnorm );\n"
444 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
445 " \n"
446 " // Depth \n"
447 " float depthblend = pow( beneath.r, 0.8 );\n"
448 "\n"
449 " // Composite\n"
450 " vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
451 " //vsurface += spec;\n"
452 "\n"
453 " return vec4( vsurface,depthblend );\n"
454 "}\n"
455 "\n"
456 "void main()\n"
457 "{\n"
458 " compute_motion_vectors();\n"
459 "\n"
460 " // Create texture coords\n"
461 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
462 " \n"
463 " // Surface colour composite\n"
464 " float depthvalue = clamp( -world_water_depth(aCo)*(1.0/25.0), 0.0,1.0 );\n"
465 "\n"
466 " vec2 world_coord = aCo.xz * 0.008;\n"
467 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
468 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
469 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
470 "\n"
471 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
472 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
473 " \n"
474 " // Foam\n"
475 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
476 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
477 "\n"
478 " // Lighting\n"
479 " vec3 halfview = -normalize( aCo-uCamera );\n"
480 "\n"
481 " // Sample textures\n"
482 " vec4 above = texture( uTexMain, ssuv+ surfnorm.xz*0.2 );\n"
483 " vec4 beneath = texture( uTexBack, ssuv );\n"
484 "\n"
485 " // Fog\n"
486 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
487 "\n"
488 " // Composite\n"
489 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n"
490 " vsurface.a -= fdist;\n"
491 " oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
492 " oColour.rgb = scene_compute_lighting( oColour.rgb, aNorm.xyz, aWorldCo );\n"
493 "}\n"
494 ""},
495 };
496
497 static GLuint _uniform_scene_water_uMdl;
498 static GLuint _uniform_scene_water_uPv;
499 static GLuint _uniform_scene_water_uPvmPrev;
500 static GLuint _uniform_scene_water_uTexMain;
501 static GLuint _uniform_scene_water_uTexDudv;
502 static GLuint _uniform_scene_water_uTexBack;
503 static GLuint _uniform_scene_water_uInvRes;
504 static GLuint _uniform_scene_water_uTime;
505 static GLuint _uniform_scene_water_uCamera;
506 static GLuint _uniform_scene_water_uSurfaceY;
507 static GLuint _uniform_scene_water_uBoard0;
508 static GLuint _uniform_scene_water_uBoard1;
509 static GLuint _uniform_scene_water_uShoreColour;
510 static GLuint _uniform_scene_water_uOceanColour;
511 static GLuint _uniform_scene_water_g_world_depth;
512 static GLuint _uniform_scene_water_uLightsArray;
513 static GLuint _uniform_scene_water_uLightsIndex;
514 static void shader_scene_water_uMdl(m4x3f m){
515 glUniformMatrix4x3fv(_uniform_scene_water_uMdl,1,GL_FALSE,(float*)m);
516 }
517 static void shader_scene_water_uPv(m4x4f m){
518 glUniformMatrix4fv(_uniform_scene_water_uPv,1,GL_FALSE,(float*)m);
519 }
520 static void shader_scene_water_uPvmPrev(m4x4f m){
521 glUniformMatrix4fv(_uniform_scene_water_uPvmPrev,1,GL_FALSE,(float*)m);
522 }
523 static void shader_scene_water_uTexMain(int i){
524 glUniform1i(_uniform_scene_water_uTexMain,i);
525 }
526 static void shader_scene_water_uTexDudv(int i){
527 glUniform1i(_uniform_scene_water_uTexDudv,i);
528 }
529 static void shader_scene_water_uTexBack(int i){
530 glUniform1i(_uniform_scene_water_uTexBack,i);
531 }
532 static void shader_scene_water_uInvRes(v2f v){
533 glUniform2fv(_uniform_scene_water_uInvRes,1,v);
534 }
535 static void shader_scene_water_uTime(float f){
536 glUniform1f(_uniform_scene_water_uTime,f);
537 }
538 static void shader_scene_water_uCamera(v3f v){
539 glUniform3fv(_uniform_scene_water_uCamera,1,v);
540 }
541 static void shader_scene_water_uSurfaceY(float f){
542 glUniform1f(_uniform_scene_water_uSurfaceY,f);
543 }
544 static void shader_scene_water_uBoard0(v3f v){
545 glUniform3fv(_uniform_scene_water_uBoard0,1,v);
546 }
547 static void shader_scene_water_uBoard1(v3f v){
548 glUniform3fv(_uniform_scene_water_uBoard1,1,v);
549 }
550 static void shader_scene_water_uShoreColour(v3f v){
551 glUniform3fv(_uniform_scene_water_uShoreColour,1,v);
552 }
553 static void shader_scene_water_uOceanColour(v3f v){
554 glUniform3fv(_uniform_scene_water_uOceanColour,1,v);
555 }
556 static void shader_scene_water_g_world_depth(int i){
557 glUniform1i(_uniform_scene_water_g_world_depth,i);
558 }
559 static void shader_scene_water_register(void){
560 vg_shader_register( &_shader_scene_water );
561 }
562 static void shader_scene_water_use(void){ glUseProgram(_shader_scene_water.id); }
563 static void shader_scene_water_link(void){
564 _uniform_scene_water_uMdl = glGetUniformLocation( _shader_scene_water.id, "uMdl" );
565 _uniform_scene_water_uPv = glGetUniformLocation( _shader_scene_water.id, "uPv" );
566 _uniform_scene_water_uPvmPrev = glGetUniformLocation( _shader_scene_water.id, "uPvmPrev" );
567 _uniform_scene_water_uTexMain = glGetUniformLocation( _shader_scene_water.id, "uTexMain" );
568 _uniform_scene_water_uTexDudv = glGetUniformLocation( _shader_scene_water.id, "uTexDudv" );
569 _uniform_scene_water_uTexBack = glGetUniformLocation( _shader_scene_water.id, "uTexBack" );
570 _uniform_scene_water_uInvRes = glGetUniformLocation( _shader_scene_water.id, "uInvRes" );
571 _uniform_scene_water_uTime = glGetUniformLocation( _shader_scene_water.id, "uTime" );
572 _uniform_scene_water_uCamera = glGetUniformLocation( _shader_scene_water.id, "uCamera" );
573 _uniform_scene_water_uSurfaceY = glGetUniformLocation( _shader_scene_water.id, "uSurfaceY" );
574 _uniform_scene_water_uBoard0 = glGetUniformLocation( _shader_scene_water.id, "uBoard0" );
575 _uniform_scene_water_uBoard1 = glGetUniformLocation( _shader_scene_water.id, "uBoard1" );
576 _uniform_scene_water_uShoreColour = glGetUniformLocation( _shader_scene_water.id, "uShoreColour" );
577 _uniform_scene_water_uOceanColour = glGetUniformLocation( _shader_scene_water.id, "uOceanColour" );
578 _uniform_scene_water_g_world_depth = glGetUniformLocation( _shader_scene_water.id, "g_world_depth" );
579 _uniform_scene_water_uLightsArray = glGetUniformLocation( _shader_scene_water.id, "uLightsArray" );
580 _uniform_scene_water_uLightsIndex = glGetUniformLocation( _shader_scene_water.id, "uLightsIndex" );
581 }
582 #endif /* SHADER_scene_water_H */