stepping
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water_fast.h
1 #ifndef SHADER_scene_water_fast_H
2 #define SHADER_scene_water_fast_H
3 static void shader_scene_water_fast_link(void);
4 static void shader_scene_water_fast_register(void);
5 static struct vg_shader _shader_scene_water_fast = {
6 .name = "scene_water_fast",
7 .link = shader_scene_water_fast_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_fast.fs",
64 .static_src =
65 "uniform sampler2D uTexDudv;\n"
66 "\n"
67 "uniform float uTime;\n"
68 "uniform vec3 uCamera;\n"
69 "uniform float uSurfaceY;\n"
70 "uniform vec3 uBoard0;\n"
71 "uniform vec3 uBoard1;\n"
72 "\n"
73 "uniform vec3 uShoreColour;\n"
74 "uniform vec3 uOceanColour;\n"
75 "\n"
76 "#line 1 1 \n"
77 "// :D\n"
78 "\n"
79 "in vec2 aUv;\n"
80 "in vec4 aNorm;\n"
81 "in vec3 aCo;\n"
82 "in vec3 aWorldCo;\n"
83 "\n"
84 "#line 1 1 \n"
85 "layout (location = 0) out vec4 oColour;\n"
86 "\n"
87 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
88 "layout (std140) uniform ub_world_lighting\n"
89 "{\n"
90 " vec4 g_cube_min;\n"
91 " vec4 g_cube_inv_range;\n"
92 "\n"
93 " vec4 g_water_plane;\n"
94 " vec4 g_depth_bounds;\n"
95 "\n"
96 " vec4 g_daysky_colour;\n"
97 " vec4 g_nightsky_colour;\n"
98 " vec4 g_sunset_colour;\n"
99 " vec4 g_ambient_colour;\n"
100 " vec4 g_sunset_ambient;\n"
101 " vec4 g_sun_colour;\n"
102 " vec4 g_sun_dir;\n"
103 "\n"
104 " float g_water_fog;\n"
105 " float g_time;\n"
106 " float g_realtime;\n"
107 " float g_shadow_length;\n"
108 " float g_shadow_spread;\n"
109 "\n"
110 " float g_time_of_day;\n"
111 " float g_day_phase;\n"
112 " float g_sunset_phase;\n"
113 "\n"
114 " int g_light_preview;\n"
115 " int g_shadow_samples;\n"
116 "\n"
117 " int g_debug_indices;\n"
118 " int g_debug_complexity;\n"
119 "};\n"
120 "\n"
121 "uniform sampler2D g_world_depth;\n"
122 "uniform samplerBuffer uLightsArray;\n"
123 "uniform usampler3D uLightsIndex;\n"
124 "\n"
125 "#line 1 1 \n"
126 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
127 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
128 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
129 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
130 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
131 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
132 "\n"
133 "const float SUN_ANGLE = 0.0001;\n"
134 "const float PI = 3.14159265;\n"
135 "\n"
136 "//struct world_info\n"
137 "//{\n"
138 "// float time,\n"
139 "// time_of_day,\n"
140 "// day_phase,\n"
141 "// sunset_phase;\n"
142 "// \n"
143 "// vec3 sun_dir;\n"
144 "//};\n"
145 "\n"
146 "float luminance( vec3 v )\n"
147 "{\n"
148 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
149 "}\n"
150 "\n"
151 "vec3 clearskies_ambient( vec3 dir )\n"
152 "{\n"
153 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
154 " float sky_gradient = dir.y;\n"
155 " \n"
156 " /* Blend phase colours */\n"
157 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
158 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
159 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
160 " \n"
161 " /* Add gradient */\n"
162 " ambient -= sky_gradient * luminance(ambient);\n"
163 " \n"
164 " return ambient;\n"
165 "}\n"
166 "\n"
167 "vec3 clearskies_sky( vec3 ray_dir )\n"
168 "{\n"
169 " ray_dir.y = abs( ray_dir.y );\n"
170 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
171 " \n"
172 " /* Sun */\n"
173 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
174 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
175 " float sun_shape = pow( sun_size, 2000.0 );\n"
176 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
177 " \n"
178 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
179 " sun_colour *= sun_shape;\n"
180 " \n"
181 " vec3 composite = sky_colour + sun_colour;\n"
182 " return composite;\n"
183 "}\n"
184 "\n"
185 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
186 "{\n"
187 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
188 "\n"
189 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
190 " g_sunset_phase );\n"
191 "\n"
192 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
193 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
194 " * g_sun_colour.rgb * g_day_phase;\n"
195 "\n"
196 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
197 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
198 " g_sunset_phase );\n"
199 "\n"
200 " return ambient + (light_sun + sky_reflection) * shadow;\n"
201 "}\n"
202 "\n"
203 "#line 42 0 \n"
204 "\n"
205 "float world_depth_sample( vec3 pos )\n"
206 "{\n"
207 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
208 " return texture( g_world_depth, depth_coord ).r;\n"
209 "}\n"
210 "\n"
211 "float world_water_depth( vec3 pos )\n"
212 "{\n"
213 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
214 " return world_depth_sample( pos ) - ref_depth;\n"
215 "}\n"
216 "\n"
217 "float shadow_sample( vec3 vdir )\n"
218 "{\n"
219 " vec3 sample_pos = aWorldCo + vdir;\n"
220 " float height_sample = world_depth_sample( sample_pos );\n"
221 "\n"
222 " float fdelta = height_sample - sample_pos.y;\n"
223 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
224 "}\n"
225 "\n"
226 "float newlight_compute_sun_shadow( vec3 dir )\n"
227 "{\n"
228 " if( g_shadow_samples == 0 )\n"
229 " {\n"
230 " return 1.0;\n"
231 " }\n"
232 "\n"
233 " float fspread = g_shadow_spread;\n"
234 " float flength = g_shadow_length;\n"
235 "\n"
236 " float famt = 0.0;\n"
237 " famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
238 " famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
239 " famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
240 " famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
241 "\n"
242 " //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
243 " //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
244 " //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
245 " //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
246 "\n"
247 " return 1.0 - famt;\n"
248 "}\n"
249 "\n"
250 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
251 "{\n"
252 " vec3 specdir = reflect( -dir, wnormal );\n"
253 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
254 "}\n"
255 "\n"
256 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
257 "{\n"
258 " float dist = pow(fdist*0.0010,0.78);\n"
259 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
260 "}\n"
261 "\n"
262 "vec3 rand33(vec3 p3)\n"
263 "{\n"
264 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
265 " p3 += dot(p3, p3.yxz+33.33);\n"
266 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
267 "}\n"
268 "\n"
269 "vec3 scene_calculate_light( int light_index, \n"
270 " vec3 halfview, vec3 co, vec3 normal )\n"
271 "{\n"
272 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
273 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
274 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
275 "\n"
276 " vec3 light_delta = light_co.xyz-co;\n"
277 " float dist2 = dot(light_delta,light_delta);\n"
278 "\n"
279 " light_delta = normalize( light_delta );\n"
280 "\n"
281 " float quadratic = dist2*100.0;\n"
282 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
283 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
284 "\n"
285 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
286 "\n"
287 " if( light_dir.w < 0.999999 ){\n"
288 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
289 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
290 " }\n"
291 "\n"
292 " return light_colour.rgb * attenuation * falloff \n"
293 " * step( g_day_phase, light_colour.w );\n"
294 "}\n"
295 "\n"
296 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
297 " vec3 halfview, vec3 co, vec3 normal )\n"
298 "{\n"
299 " uint light_count = packed_index & 0x3u;\n"
300 "\n"
301 " vec3 l = vec3(0.0);\n"
302 "\n"
303 " if( light_count >= 1u ){\n"
304 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
305 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
306 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
307 "\n"
308 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
309 "\n"
310 " if( light_count >= 2u ){\n"
311 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
312 "\n"
313 " if( light_count >= 3u ){\n"
314 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
315 " }\n"
316 " }\n"
317 " }\n"
318 "\n"
319 " return l;\n"
320 "}\n"
321 "\n"
322 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
323 " float light_mask )\n"
324 "{\n"
325 " if( g_light_preview == 1 )\n"
326 " diffuse = vec3(0.75);\n"
327 "\n"
328 " // Lighting\n"
329 " vec3 halfview = uCamera - co;\n"
330 " float fdist = length(halfview);\n"
331 " halfview /= fdist;\n"
332 "\n"
333 " float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
334 " * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
335 "\n"
336 " vec3 total_light = clearskies_lighting( \n"
337 " normal, min( light_mask, world_shadow ), halfview );\n"
338 "\n"
339 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
340 " cube_coord = floor( cube_coord );\n"
341 "\n"
342 " if( g_debug_indices == 1 )\n"
343 " {\n"
344 " return rand33(cube_coord);\n"
345 " }\n"
346 "\n"
347 " if( g_debug_complexity == 1 )\n"
348 " {\n"
349 " ivec3 coord = ivec3( cube_coord );\n"
350 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
351 "\n"
352 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
353 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
354 " }\n"
355 "\n"
356 " // FIXME: this coord should absolutely must be clamped!\n"
357 " \n"
358 " ivec3 coord = ivec3( cube_coord );\n"
359 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
360 "\n"
361 " total_light += \n"
362 " scene_calculate_packed_light_patch( index_sample.x,\n"
363 " halfview, co, normal ) \n"
364 " * light_mask;\n"
365 " total_light += \n"
366 " scene_calculate_packed_light_patch( index_sample.y,\n"
367 " halfview, co, normal )\n"
368 " * light_mask;\n"
369 "\n"
370 " // Take a section of the sky function to give us a matching fog colour\n"
371 "\n"
372 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
373 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
374 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
375 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
376 " \n"
377 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
378 " sun_colour *= sun_shape;\n"
379 "\n"
380 " fog_colour += sun_colour;\n"
381 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
382 "}\n"
383 "\n"
384 "#line 9 0 \n"
385 "\n"
386 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
387 "{\n"
388 " vec3 pa = p - a;\n"
389 " vec3 ba = b - a;\n"
390 "\n"
391 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
392 " return length( pa - ba*h );\n"
393 "}\n"
394 "\n"
395 "float compute_board_shadow()\n"
396 "{\n"
397 " // player shadow\n"
398 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
399 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
400 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
401 "\n"
402 " return 1.0 - player_shadow*0.8;\n"
403 "}\n"
404 "\n"
405 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
406 "{\n"
407 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
408 "}\n"
409 "\n"
410 "#line 13 0 \n"
411 "#line 1 2 \n"
412 "const float k_motion_lerp_amount = 0.01;\n"
413 "\n"
414 "#line 2 0 \n"
415 "\n"
416 "layout (location = 1) out vec2 oMotionVec;\n"
417 "\n"
418 "in vec3 aMotionVec0;\n"
419 "in vec3 aMotionVec1;\n"
420 "\n"
421 "void compute_motion_vectors()\n"
422 "{\n"
423 " // Write motion vectors\n"
424 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
425 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
426 "\n"
427 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
428 "}\n"
429 "\n"
430 "#line 14 0 \n"
431 "\n"
432 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
433 "{\n"
434 " vec3 surface_tint = mix(uShoreColour, uOceanColour, depthvalue);\n"
435 "\n"
436 " float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
437 "\n"
438 " vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
439 " vec3 specdir = reflect( -lightdir, vnorm );\n"
440 " float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
441 " \n"
442 " return vec4( surface_tint + spec, max(min(depthvalue*4.0, 1.0),0.0) );\n"
443 "}\n"
444 "\n"
445 "void main()\n"
446 "{\n"
447 " compute_motion_vectors();\n"
448 "\n"
449 " // Surface colour composite\n"
450 " float depthvalue = clamp( -world_water_depth( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
451 "\n"
452 " vec2 world_coord = aCo.xz * 0.008;\n"
453 " vec4 time_offsets = vec4( uTime ) * vec4( 0.008, 0.006, 0.003, 0.03 );\n"
454 " vec4 dudva = texture( uTexDudv, world_coord + time_offsets.xy )-0.5;\n"
455 " vec4 dudvb = texture( uTexDudv, world_coord *7.0 - time_offsets.zw )-0.5;\n"
456 "\n"
457 " vec3 surfnorm = dudva.rgb + dudvb.rgb;\n"
458 " surfnorm = normalize(vec3(0.0,1.0,0.0) + dudva.xyz*0.4 + dudvb.xyz*0.1);\n"
459 " \n"
460 " // Foam\n"
461 " float fband = fract( aCo.z*0.02+uTime*0.1+depthvalue*10.0 );\n"
462 " fband = step( fband+dudva.a*0.8, 0.3 ) * max((1.0-depthvalue*4.0),0.0);\n"
463 "\n"
464 " // Lighting\n"
465 " vec3 halfview = -normalize( aCo-uCamera );\n"
466 "\n"
467 " // Fog\n"
468 " float fdist = pow(length( aCo.xz-uCamera.xz ) * 0.00047, 2.6);\n"
469 "\n"
470 " // Composite\n"
471 " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );\n"
472 " vsurface.a -= fdist;\n"
473 " oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
474 "}\n"
475 ""},
476 };
477
478 static GLuint _uniform_scene_water_fast_uMdl;
479 static GLuint _uniform_scene_water_fast_uPv;
480 static GLuint _uniform_scene_water_fast_uPvmPrev;
481 static GLuint _uniform_scene_water_fast_uTexDudv;
482 static GLuint _uniform_scene_water_fast_uTime;
483 static GLuint _uniform_scene_water_fast_uCamera;
484 static GLuint _uniform_scene_water_fast_uSurfaceY;
485 static GLuint _uniform_scene_water_fast_uBoard0;
486 static GLuint _uniform_scene_water_fast_uBoard1;
487 static GLuint _uniform_scene_water_fast_uShoreColour;
488 static GLuint _uniform_scene_water_fast_uOceanColour;
489 static GLuint _uniform_scene_water_fast_g_world_depth;
490 static GLuint _uniform_scene_water_fast_uLightsArray;
491 static GLuint _uniform_scene_water_fast_uLightsIndex;
492 static void shader_scene_water_fast_uMdl(m4x3f m){
493 glUniformMatrix4x3fv(_uniform_scene_water_fast_uMdl,1,GL_FALSE,(float*)m);
494 }
495 static void shader_scene_water_fast_uPv(m4x4f m){
496 glUniformMatrix4fv(_uniform_scene_water_fast_uPv,1,GL_FALSE,(float*)m);
497 }
498 static void shader_scene_water_fast_uPvmPrev(m4x4f m){
499 glUniformMatrix4fv(_uniform_scene_water_fast_uPvmPrev,1,GL_FALSE,(float*)m);
500 }
501 static void shader_scene_water_fast_uTexDudv(int i){
502 glUniform1i(_uniform_scene_water_fast_uTexDudv,i);
503 }
504 static void shader_scene_water_fast_uTime(float f){
505 glUniform1f(_uniform_scene_water_fast_uTime,f);
506 }
507 static void shader_scene_water_fast_uCamera(v3f v){
508 glUniform3fv(_uniform_scene_water_fast_uCamera,1,v);
509 }
510 static void shader_scene_water_fast_uSurfaceY(float f){
511 glUniform1f(_uniform_scene_water_fast_uSurfaceY,f);
512 }
513 static void shader_scene_water_fast_uBoard0(v3f v){
514 glUniform3fv(_uniform_scene_water_fast_uBoard0,1,v);
515 }
516 static void shader_scene_water_fast_uBoard1(v3f v){
517 glUniform3fv(_uniform_scene_water_fast_uBoard1,1,v);
518 }
519 static void shader_scene_water_fast_uShoreColour(v3f v){
520 glUniform3fv(_uniform_scene_water_fast_uShoreColour,1,v);
521 }
522 static void shader_scene_water_fast_uOceanColour(v3f v){
523 glUniform3fv(_uniform_scene_water_fast_uOceanColour,1,v);
524 }
525 static void shader_scene_water_fast_g_world_depth(int i){
526 glUniform1i(_uniform_scene_water_fast_g_world_depth,i);
527 }
528 static void shader_scene_water_fast_register(void){
529 vg_shader_register( &_shader_scene_water_fast );
530 }
531 static void shader_scene_water_fast_use(void){ glUseProgram(_shader_scene_water_fast.id); }
532 static void shader_scene_water_fast_link(void){
533 _uniform_scene_water_fast_uMdl = glGetUniformLocation( _shader_scene_water_fast.id, "uMdl" );
534 _uniform_scene_water_fast_uPv = glGetUniformLocation( _shader_scene_water_fast.id, "uPv" );
535 _uniform_scene_water_fast_uPvmPrev = glGetUniformLocation( _shader_scene_water_fast.id, "uPvmPrev" );
536 _uniform_scene_water_fast_uTexDudv = glGetUniformLocation( _shader_scene_water_fast.id, "uTexDudv" );
537 _uniform_scene_water_fast_uTime = glGetUniformLocation( _shader_scene_water_fast.id, "uTime" );
538 _uniform_scene_water_fast_uCamera = glGetUniformLocation( _shader_scene_water_fast.id, "uCamera" );
539 _uniform_scene_water_fast_uSurfaceY = glGetUniformLocation( _shader_scene_water_fast.id, "uSurfaceY" );
540 _uniform_scene_water_fast_uBoard0 = glGetUniformLocation( _shader_scene_water_fast.id, "uBoard0" );
541 _uniform_scene_water_fast_uBoard1 = glGetUniformLocation( _shader_scene_water_fast.id, "uBoard1" );
542 _uniform_scene_water_fast_uShoreColour = glGetUniformLocation( _shader_scene_water_fast.id, "uShoreColour" );
543 _uniform_scene_water_fast_uOceanColour = glGetUniformLocation( _shader_scene_water_fast.id, "uOceanColour" );
544 _uniform_scene_water_fast_g_world_depth = glGetUniformLocation( _shader_scene_water_fast.id, "g_world_depth" );
545 _uniform_scene_water_fast_uLightsArray = glGetUniformLocation( _shader_scene_water_fast.id, "uLightsArray" );
546 _uniform_scene_water_fast_uLightsIndex = glGetUniformLocation( _shader_scene_water_fast.id, "uLightsIndex" );
547 }
548 #endif /* SHADER_scene_water_fast_H */