-#ifndef SHADER_model_gate_H
-#define SHADER_model_gate_H
-static void shader_model_gate_link(void);
-static void shader_model_gate_register(void);
-static struct vg_shader _shader_model_gate = {
- .name = "model_gate",
- .link = shader_model_gate_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_model_gate;
+extern GLuint _uniform_model_gate_uMdl;
+extern GLuint _uniform_model_gate_uPv;
+extern GLuint _uniform_model_gate_uPvmPrev;
+extern GLuint _uniform_model_gate_uTime;
+extern GLuint _uniform_model_gate_uCam;
+extern GLuint _uniform_model_gate_uInvRes;
+extern GLuint _uniform_model_gate_uColour;
+static inline void shader_model_gate_uMdl(m4x3f m)
{
-.static_src =
-"layout (location=0) in vec3 a_co;\n"
-"layout (location=1) in vec3 a_norm;\n"
-"layout (location=2) in vec2 a_uv;\n"
-"layout (location=3) in vec4 a_colour;\n"
-"layout (location=4) in vec4 a_weights;\n"
-"layout (location=5) in ivec4 a_groups;\n"
-"\n"
-"uniform mat4 uPv;\n"
-"uniform mat4x3 uMdl;\n"
-"\n"
-"out vec3 aNorm;\n"
-"out vec2 aUv;\n"
-"out vec3 aCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
-" gl_Position = uPv * vec4(world_pos,1.0);\n"
-"\n"
-" aNorm = a_norm;\n"
-" aCo = world_pos;\n"
-" aUv = a_uv;\n"
-"}\n"
-""},
- .fs =
+ glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(f32*)m);
+}
+static inline void shader_model_gate_uPv(m4x4f m)
{
-.static_src =
-"out vec4 FragColor;\n"
-"\n"
-"uniform float uTime;\n"
-"uniform vec3 uCam;\n"
-"uniform vec2 uInvRes;\n"
-"\n"
-"in vec3 aNorm;\n"
-"in vec2 aUv;\n"
-"in vec3 aCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec2 ssuv = gl_FragCoord.xy;\n"
-" float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
-" \n"
-" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
-" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
-"\n"
-" if( opacity+dither<0.5 )\n"
-" discard;\n"
-"\n"
-" FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_model_gate_uPv;
-static GLuint _uniform_model_gate_uMdl;
-static GLuint _uniform_model_gate_uTime;
-static GLuint _uniform_model_gate_uCam;
-static GLuint _uniform_model_gate_uInvRes;
-static void shader_model_gate_uPv(m4x4f m){
- glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(float*)m);
+ glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(f32*)m);
}
-static void shader_model_gate_uMdl(m4x3f m){
- glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m);
+static inline void shader_model_gate_uPvmPrev(m4x4f m)
+{
+ glUniformMatrix4fv(_uniform_model_gate_uPvmPrev,1,GL_FALSE,(f32*)m);
}
-static void shader_model_gate_uTime(float f){
+static inline void shader_model_gate_uTime(f32 f)
+{
glUniform1f(_uniform_model_gate_uTime,f);
}
-static void shader_model_gate_uCam(v3f v){
+static inline void shader_model_gate_uCam(v3f v)
+{
glUniform3fv(_uniform_model_gate_uCam,1,v);
}
-static void shader_model_gate_uInvRes(v2f v){
+static inline void shader_model_gate_uInvRes(v2f v)
+{
glUniform2fv(_uniform_model_gate_uInvRes,1,v);
}
-static void shader_model_gate_register(void){
- vg_shader_register( &_shader_model_gate );
+static inline void shader_model_gate_uColour(v4f v)
+{
+ glUniform4fv(_uniform_model_gate_uColour,1,v);
}
-static void shader_model_gate_use(void){ glUseProgram(_shader_model_gate.id); }
-static void shader_model_gate_link(void){
- _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" );
- _uniform_model_gate_uMdl = glGetUniformLocation( _shader_model_gate.id, "uMdl" );
- _uniform_model_gate_uTime = glGetUniformLocation( _shader_model_gate.id, "uTime" );
- _uniform_model_gate_uCam = glGetUniformLocation( _shader_model_gate.id, "uCam" );
- _uniform_model_gate_uInvRes = glGetUniformLocation( _shader_model_gate.id, "uInvRes" );
+static inline void shader_model_gate_use(void);
+static inline void shader_model_gate_use(void)
+{
+ glUseProgram(_shader_model_gate.id);
}
-#endif /* SHADER_model_gate_H */