change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_terrain.h
index 871d0d6724290b5768eaf499ce53234b23be4c86..37b6a3c2b9f77ebdc890946e33c5f6657780daba 100644 (file)
-#ifndef SHADER_scene_terrain_H
-#define SHADER_scene_terrain_H
-static void shader_scene_terrain_link(void);
-static void shader_scene_terrain_register(void);
-static struct vg_shader _shader_scene_terrain = {
-   .name = "scene_terrain",
-   .link = shader_scene_terrain_link,
-   .vs = 
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_scene_terrain;
+extern GLuint _uniform_scene_terrain_uMdl;
+extern GLuint _uniform_scene_terrain_uPv;
+extern GLuint _uniform_scene_terrain_uPvmPrev;
+extern GLuint _uniform_scene_terrain_uTexGarbage;
+extern GLuint _uniform_scene_terrain_uTexGradients;
+extern GLuint _uniform_scene_terrain_uCamera;
+extern GLuint _uniform_scene_terrain_uSandColour;
+extern GLuint _uniform_scene_terrain_uBlendOffset;
+extern GLuint _uniform_scene_terrain_g_world_depth;
+extern GLuint _uniform_scene_terrain_uLightsArray;
+extern GLuint _uniform_scene_terrain_uLightsIndex;
+static inline void shader_scene_terrain_uMdl(m4x3f m)
 {
-.orig_file = "shaders/scene.vs",
-.static_src = 
-"layout (location=0) in vec3  a_co;\n"
-"layout (location=1) in vec4  a_norm;\n"
-"layout (location=2) in vec2  a_uv;\n"
-"layout (location=3) in ivec4 a_lights;\n"
-"\n"
-"#line       1        1 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line      2        0 \n"
-"\n"
-"out vec3 aMotionVec0;\n"
-"out vec3 aMotionVec1;\n"
-"\n"
-"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
-"{\n"
-"   // This magically solves some artifacting errors!\n"
-"   //\n"
-"   vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
-"\n"
-"   aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
-"   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
-"}\n"
-"\n"
-"#line      7        0 \n"
-"\n"
-"uniform mat4x3 uMdl;\n"
-"uniform mat4   uPv;\n"
-"uniform mat4   uPvmPrev;\n"
-"\n"
-"out vec2 aUv;\n"
-"out vec4 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"\n"
-"flat out ivec4 light_indices;\n"
-"\n"
-"void main()\n"
-"{\n"
-"   vec3 world_pos0 = uMdl     * vec4( a_co, 1.0 );\n"
-"   vec4 vproj0     = uPv      * vec4( world_pos0, 1.0 );\n"
-"   vec4 vproj1     = uPvmPrev * vec4( a_co, 1.0 );\n"
-"\n"
-"   vs_motion_out( vproj0, vproj1 );\n"
-"\n"
-"   gl_Position = vproj0;\n"
-"\n"
-"   aUv = a_uv;\n"
-"   aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
-"   aCo = a_co;\n"
-"   aWorldCo = world_pos0;\n"
-"\n"
-"   light_indices = a_lights;\n"
-"}\n"
-""},
-   .fs = 
-{
-.orig_file = "shaders/scene_terrain.fs",
-.static_src = 
-"uniform sampler2D uTexGarbage;\n"
-"uniform sampler2D uTexGradients;\n"
-"uniform vec3 uCamera;\n"
-"uniform vec3 uSandColour;\n"
-"uniform vec2 uBlendOffset;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
-"\n"
-"#line       1        1 \n"
-"// :D\n"
-"\n"
-"in vec2 aUv;\n"
-"in vec4 aNorm;\n"
-"in vec3 aCo;\n"
-"in vec3 aWorldCo;\n"
-"flat in ivec4 light_indices;\n"
-"\n"
-"uniform samplerBuffer uLightsArray;\n"
-"uniform usampler3D uLightsIndex;\n"
-"\n"
-"#line       1        1 \n"
-"layout (location = 0) out vec4 oColour;\n"
-"\n"
-"layout (std140) uniform ub_world_lighting\n"
-"{\n"
-"   vec4 g_cube_min;\n"
-"   vec4 g_cube_inv_range;\n"
-"\n"
-"   vec4 g_light_colours[3];\n"
-"   vec4 g_light_directions[3];\n"
-"   vec4 g_ambient_colour;\n"
-"\n"
-"   vec4 g_water_plane;\n"
-"   vec4 g_depth_bounds;\n"
-"   float g_water_fog;\n"
-"   float g_time;\n"
-"   int g_light_count;\n"
-"   int g_light_preview;\n"
-"   int g_shadow_samples;\n"
-"\n"
-"   int g_debug_indices;\n"
-"   int g_debug_complexity;\n"
-"\n"
-"   // g_time ?\n"
-"\n"
-"   //vec4 g_point_light_positions[32];\n"
-"   //vec4 g_point_light_colours[32];\n"
-"};\n"
-"\n"
-"uniform sampler2D g_world_depth;\n"
-"\n"
-"float world_depth_sample( vec3 pos )\n"
-"{\n"
-"   vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
-"   return texture( g_world_depth, depth_coord ).r;\n"
-"}\n"
-"\n"
-"float world_water_depth( vec3 pos )\n"
-"{\n"
-"   vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
-"   float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-"   return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
-"}\n"
-"\n"
-"float shadow_sample( vec3 vdir )\n"
-"{\n"
-"   vec3 sample_pos = aWorldCo + vdir;\n"
-"   float height_sample = world_depth_sample( sample_pos );\n"
-"\n"
-"   float fdelta = height_sample - sample_pos.y;\n"
-"   return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
-"}\n"
-"\n"
-"vec3 apply_fog( vec3 vfrag, float fdist )\n"
-"{\n"
-"   float dist = pow(fdist*0.0008,1.2);\n"
-"   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
-"}\n"
-"\n"
-"\n"
-"// New lighting model\n"
-"\n"
-"vec3 newlight_compute_ambient()\n"
-"{\n"
-"   return g_ambient_colour.rgb;\n"
-"}\n"
-"\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-"   if( g_shadow_samples == 0 )\n"
-"   {\n"
-"      return 1.0;\n"
-"   }\n"
-"\n"
-"   float fspread = g_light_colours[0].w;\n"
-"   vec3  vdir = dir;\n"
-"   float flength = g_light_directions[0].w;\n"
-"\n"
-"   float famt = 0.0;\n"
-"   famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
-"   famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
-"   famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-"   famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
-"\n"
-"   return 1.0 - famt;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
-"{\n"
-"   vec3 vtotal = g_ambient_colour.rgb;\n"
-"\n"
-"   for( int i=0; i<g_light_count; i++ )\n"
-"   {\n"
-"      vec3 vcolour = g_light_colours[i].rgb;\n"
-"      vec3 vdir = g_light_directions[i].xyz;\n"
-"\n"
-"      float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
-"      vtotal += vcolour*flight;\n"
-"   }\n"
-"\n"
-"   return vtotal;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
-"{\n"
-"   vec3 vcolour = g_light_colours[0].rgb;\n"
-"   vec3 vdir = g_light_directions[0].xyz;\n"
-"\n"
-"   vec3 specdir = reflect( -vdir, wnormal );\n"
-"   float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
-"   return vcolour*spec*fintensity;\n"
-"}\n"
-"\n"
-"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
-"{\n"
-"   vec3 specdir = reflect( -dir, wnormal );\n"
-"   return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_quadratic( vec3 wnormal, float max_dist,\n"
-"                                 vec3 light_colour, vec3 light_pos )\n"
-"{\n"
-"   vec3 light_delta = light_pos-aWorldCo;\n"
-"\n"
-"   float dist2 = dot(light_delta,light_delta);\n"
-"\n"
-"   float quadratic = dist2*100.0;\n"
-"   float attenuation  = 1.0f/( 1.0f + quadratic );\n"
-"         attenuation *= max( dot( normalize(light_delta), wnormal ), 0.0 );\n"
-"\n"
-"   float falloff = max( 0.0, 1.0-(dist2*max_dist) );\n"
-"   return light_colour * attenuation * falloff;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
-"                            vec3 light_colour, vec3 light_pos,\n"
-"                            vec4 light_dir )\n"
-"{\n"
-"   vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
-"\n"
-"   float quadratic = dot(light_delta,light_delta);\n"
-"   float attenuation = 1.0f/( 1.0f + quadratic );\n"
-"\n"
-"   light_delta = normalize( light_delta );\n"
-"   attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n"
-"\n"
-"   float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),\n"
-"            falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );\n"
-"\n"
-"   return light_colour*attenuation*falloff;\n"
-"}\n"
-"\n"
-"#line     13        0 \n"
-"#line       1        2 \n"
-"const vec3  DAYSKY_COLOUR   = vec3( 0.37, 0.54, 0.97 );\n"
-"const vec3  NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
-"const vec3  SUNSET_COLOUR   = vec3( 1.00, 0.32, 0.01 );\n"
-"const vec3  AMBIENT_COLOUR  = vec3( 0.13, 0.17, 0.35 );\n"
-"const vec3  SUNSET_AMBIENT  = vec3( 0.25, 0.17, 0.51 );\n"
-"const vec3  SUN_COLOUR      = vec3( 1.10, 0.89, 0.35 ) * 1.125;\n"
-"\n"
-"const float SUN_ANGLE       = 0.0001;\n"
-"const float TIME_RATE       = 0.025;\n"
-"\n"
-"const float PI              = 3.14159265;\n"
-"\n"
-"struct world_info\n"
-"{\n"
-"   float time,\n"
-"         time_of_day,\n"
-"         day_phase,\n"
-"         sunset_phase;\n"
-"   \n"
-"   vec3 sun_dir;\n"
-"};\n"
-"\n"
-"float luminance( vec3 v )\n"
-"{\n"
-"   return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
-"}\n"
-"\n"
-"vec3 scene_ambient( vec3 dir, const world_info w )\n"
-"{\n"
-"   float sun_azimuth  = dot( dir.xz, w.sun_dir.xz ) * 0.4 + 0.6;\n"
-"   float sky_gradient = dir.y;\n"
-"   \n"
-"   /* Blend phase colours */\n"
-"   vec3 ambient  = DAYSKY_COLOUR   * (w.day_phase-w.sunset_phase*0.1);\n"
-"        ambient += SUNSET_COLOUR   * (1.0-dir.y*0.5) * w.sunset_phase * sun_azimuth;\n"
-"        ambient += NIGHTSKY_COLOUR * (1.0-w.day_phase);\n"
-"   \n"
-"   /* Add gradient */\n"
-"        ambient -= sky_gradient * luminance(ambient);\n"
-"        \n"
-"   return ambient;\n"
-"}\n"
-"\n"
-"vec3 scene_sky( vec3 ray_dir, const world_info w )\n"
-"{\n"
-"   ray_dir.y = abs( ray_dir.y );\n"
-"   vec3 sky_colour  = scene_ambient( ray_dir, w );\n"
-"   \n"
-"   /* Sun */\n"
-"   float sun_theta  = dot( ray_dir, w.sun_dir );\n"
-"   float sun_size   = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
-"   float sun_shape  = pow( sun_size, 2000.0 );\n"
-"         sun_shape += sun_size * max(w.sun_dir.y,0.0) * 0.5;\n"
-"         \n"
-"   vec3 sun_colour  = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );\n"
-"        sun_colour *= sun_shape;\n"
-"   \n"
-"   vec3 composite   = sky_colour + sun_colour;\n"
-"   return composite;\n"
-"}\n"
-"\n"
-"vec3 scene_compute_ambient( vec3 normal, const world_info w )\n"
-"{\n"
-"   return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );\n"
-"}\n"
-"\n"
-"vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )\n"
-"{\n"
-"   vec3 dir3 = vec3\n"
-"   (\n"
-"      cos(dir.y) * cos(dir.x),\n"
-"                   sin(dir.x),\n"
-"      sin(dir.y) * cos(dir.x)\n"
-"   );\n"
-"\n"
-"   float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );\n"
-"   \n"
-"   return flight * colour;\n"
-"}\n"
-"\n"
-"vec3 scene_lighting_old( vec3 normal, const world_info w )\n"
-"{\n"
-"   vec3 SR_COLOUR_SUN  = vec3( 1.36,  1.35, 1.01 );\n"
-"   vec3 SR_COLOUR_FILL = vec3( 0.33,  0.56, 0.64 );\n"
-"   vec3 SR_COLOUR_RIM  = vec3( 0.05,  0.05, 0.23 );\n"
-"   \n"
-"   return SR_LIGHT( normal, vec2(  0.63, -0.08 ), SR_COLOUR_SUN ) +\n"
-"          SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) + \n"
-"          SR_LIGHT( normal, vec2(  2.60, -0.84 ), SR_COLOUR_RIM ) ;\n"
-"}\n"
-"\n"
-"vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n"
-"{\n"
-"   float fresnel = 1.0 - abs(dot(normal,halfview));\n"
-"\n"
-"   vec3  sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );\n"
-"   vec3  light_sun      = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR \n"
-"                           * w.day_phase;\n"
-"\n"
-"   float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n"
-"\n"
-"   vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
-"\n"
-"   return ambient + (light_sun + sky_reflection) * shadow;\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"   float  sun_theta = dot( normal, w.sun_dir );\n"
-"\n"
-"   float  softness_min = 0.5;\n"
-"   float  softness     = softness_min + w.sunset_phase * (1.0-softness_min);\n"
-"   float  light_min    = 0.0 * w.day_phase;\n"
-"   float  light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);\n"
-"          light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;\n"
-"   \n"
-"   float  light_bounce  = 0.5 + 0.5 * dot( -normal, w.sun_dir );\n"
-"          light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );\n"
-"          \n"
-"   vec3   light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);\n"
-"   vec3   dark_colour  = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
-"   \n"
-"   float  spec         = newlight_specular( normal, w.sun_dir, halfview, 2.0 ) \n"
-"                            * 0.2 * shadow * w.day_phase;\n"
-"   \n"
-"   return mix(dark_colour, light_colour, light_direct) + \n"
-"              spec +\n"
-"              dark_colour * light_bounce;\n"
-"}\n"
-"\n"
-"void scene_state( float world_time, out world_info w )\n"
-"{\n"
-"   w.time         = world_time;\n"
-"   w.time_of_day  = fract( w.time );\n"
-"   w.day_phase    = cos( w.time_of_day * PI * 2.0 )      * 0.5 + 0.5;\n"
-"   w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;\n"
-"   w.sunset_phase = pow( w.sunset_phase, 6.0 );\n"
-"   \n"
-"   float a        = w.time_of_day * PI * 2.0;\n"
-"   w.sun_dir      = normalize( vec3( sin( a ), cos( a ), 0.2) );\n"
-"}\n"
-"\n"
-"\n"
-"#line     14        0 \n"
-"\n"
-"float sdLine( vec3 p, vec3 a, vec3 b )\n"
-"{\n"
-"  vec3 pa = p - a;\n"
-"  vec3 ba = b - a;\n"
-"\n"
-"  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
-"  return length( pa - ba*h );\n"
-"}\n"
-"\n"
-"float compute_board_shadow()\n"
-"{\n"
-"   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
-"   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
-"\n"
-"   return 1.0 - player_shadow*0.8;\n"
-"}\n"
-"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
-"   float dist = pow(fdist*0.0010,0.78);\n"
-"   return mix( vfrag, colour, min( 1.0, dist ) );\n"
-"}\n"
-"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-"      p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-"   p3 += dot(p3, p3.yxz+33.33);\n"
-"   return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
-"vec3 scene_calculate_light( int light_index, \n"
-"                            vec3 halfview, vec3 co, vec3 normal )\n"
-"{\n"
-"   vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
-"   vec4 light_co     = texelFetch( uLightsArray, light_index+1 );\n"
-"   vec4 light_dir    = texelFetch( uLightsArray, light_index+2 );\n"
-"\n"
-"   vec3 light_delta = light_co.xyz-co;\n"
-"   float dist2 = dot(light_delta,light_delta);\n"
-"\n"
-"   light_delta = normalize( light_delta );\n"
-"\n"
-"   float quadratic = dist2*100.0;\n"
-"   float attenuation  = 1.0f/( 1.0f + quadratic );\n"
-"         attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
-"\n"
-"   float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
-"\n"
-"   if( light_dir.w < 0.999999 )\n"
-"   {\n"
-"      float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
-"      falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
-"   }\n"
-"\n"
-"   return light_colour.rgb * attenuation * falloff;\n"
-"}\n"
-"\n"
-"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
-"                                         vec3 halfview, vec3 co, vec3 normal )\n"
-"{\n"
-"   uint light_count = packed_index & 0x3u;\n"
-"\n"
-"   vec3 l = vec3(0.0);\n"
-"\n"
-"   if( light_count >= 1u )\n"
-"   {\n"
-"      int index_0 = int( ((packed_index >>  2u) & 0x3ffu) * 3u );\n"
-"      int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
-"      int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
-"\n"
-"      l += scene_calculate_light( index_0, halfview, co, normal );\n"
-"\n"
-"      if( light_count >= 2u )\n"
-"      {\n"
-"         l += scene_calculate_light( index_1, halfview, co, normal );\n"
-"\n"
-"         if( light_count >= 3u )\n"
-"         {\n"
-"            l += scene_calculate_light( index_2, halfview, co, normal );\n"
-"         }\n"
-"      }\n"
-"   }\n"
-"\n"
-"   return l;\n"
-"}\n"
-"\n"
-"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
-"{\n"
-"   world_info world;\n"
-"   scene_state( g_time, world );\n"
-"\n"
-"   // Lighting\n"
-"   vec3 halfview = uCamera - aWorldCo;\n"
-"   float fdist = length(halfview);\n"
-"   halfview /= fdist;\n"
-"\n"
-"   vec3 total_light = vec3(0.0);\n"
-"   float world_shadow = newlight_compute_sun_shadow( world.sun_dir \n"
-"                                    * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n"
-"   float board_shadow = compute_board_shadow();\n"
-"\n"
-"   total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), \n"
-"                                  halfview, world );\n"
-"\n"
-"   vec3 cube_coord = (aWorldCo - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
-"        cube_coord = floor( cube_coord );\n"
-"\n"
-"   if( g_debug_indices == 1 )\n"
-"   {\n"
-"      return rand33(cube_coord);\n"
-"   }\n"
-"\n"
-"   if( g_debug_complexity == 1 )\n"
-"   {\n"
-"      ivec3 coord = ivec3( cube_coord );\n"
-"      uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
-"\n"
-"      uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
-"      return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
-"   }\n"
-"\n"
-"   // FIXME: this should absolutely must be clamped!\n"
-"   \n"
-"   ivec3 coord = ivec3( cube_coord );\n"
-"   uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
-"\n"
-"   total_light += \n"
-"      scene_calculate_packed_light_patch( index_sample.x,\n"
-"                                          halfview, aWorldCo, wnormal ) \n"
-"                                          * board_shadow;\n"
-"   total_light += \n"
-"      scene_calculate_packed_light_patch( index_sample.y,\n"
-"                                          halfview, aWorldCo, wnormal )\n"
-"                                          * board_shadow;\n"
-"\n"
-"   vec3 fog_colour = scene_sky( -halfview, world );\n"
-"   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
-"}\n"
-"\n"
-"#line     10        0 \n"
-"#line       1        2 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line      2        0 \n"
-"\n"
-"layout (location = 1) out vec2 oMotionVec;\n"
-"\n"
-"in vec3 aMotionVec0;\n"
-"in vec3 aMotionVec1;\n"
-"\n"
-"void compute_motion_vectors()\n"
-"{\n"
-"   // Write motion vectors\n"
-"   vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
-"   vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
-"\n"
-"   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
-"}\n"
-"\n"
-"#line     11        0 \n"
-"\n"
-"void main()\n"
-"{\n"
-"   compute_motion_vectors();\n"
-"\n"
-"   // Colour\n"
-"   // ------\n"
-"   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
-"\n"
-"   // ws modulation\n"
-"   vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
-"   \n"
-"   // Creating normal patches\n"
-"   vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
-"   vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
-"   qnorm += vec3(0.001,0.0,0.0);\n"
-"\n"
-"   vec2 dir = normalize(qnorm.xz);\n"
-"   vec2 uvdiffuse = aCo.xz * 0.02;\n"
-"   uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
-"   \n"
-"   // Patch local noise\n"
-"   vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
-"\n"
-"   // Colour blending\n"
-"   float amtgrass = step(qnorm.y,0.6);\n"
-"   float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);\n"
-"   vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;\n"
-"   vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
-"   vfrag = mix( vfrag, uSandColour, amtsand );\n"
-"\n"
-"   qnorm = mix( qnorm, aNorm.xyz, amtsand );\n"
-"   \n"
-"   if( g_light_preview == 1 )\n"
-"   {\n"
-"      vfrag = vec3(0.5);\n"
-"   }\n"
-"\n"
-"   vfrag = scene_do_lighting( vfrag, qnorm );\n"
-"   oColour = vec4(vfrag, 1.0);\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_scene_terrain_uMdl;
-static GLuint _uniform_scene_terrain_uPv;
-static GLuint _uniform_scene_terrain_uPvmPrev;
-static GLuint _uniform_scene_terrain_uTexGarbage;
-static GLuint _uniform_scene_terrain_uTexGradients;
-static GLuint _uniform_scene_terrain_uCamera;
-static GLuint _uniform_scene_terrain_uSandColour;
-static GLuint _uniform_scene_terrain_uBlendOffset;
-static GLuint _uniform_scene_terrain_uBoard0;
-static GLuint _uniform_scene_terrain_uBoard1;
-static GLuint _uniform_scene_terrain_uLightsArray;
-static GLuint _uniform_scene_terrain_uLightsIndex;
-static GLuint _uniform_scene_terrain_g_world_depth;
-static void shader_scene_terrain_uMdl(m4x3f m){
-   glUniformMatrix4x3fv(_uniform_scene_terrain_uMdl,1,GL_FALSE,(float*)m);
+   glUniformMatrix4x3fv(_uniform_scene_terrain_uMdl,1,GL_FALSE,(f32*)m);
 }
-static void shader_scene_terrain_uPv(m4x4f m){
-   glUniformMatrix4fv(_uniform_scene_terrain_uPv,1,GL_FALSE,(float*)m);
+static inline void shader_scene_terrain_uPv(m4x4f m)
+{
+   glUniformMatrix4fv(_uniform_scene_terrain_uPv,1,GL_FALSE,(f32*)m);
 }
-static void shader_scene_terrain_uPvmPrev(m4x4f m){
-   glUniformMatrix4fv(_uniform_scene_terrain_uPvmPrev,1,GL_FALSE,(float*)m);
+static inline void shader_scene_terrain_uPvmPrev(m4x4f m)
+{
+   glUniformMatrix4fv(_uniform_scene_terrain_uPvmPrev,1,GL_FALSE,(f32*)m);
 }
-static void shader_scene_terrain_uTexGarbage(int i){
+static inline void shader_scene_terrain_uTexGarbage(int i)
+{
    glUniform1i(_uniform_scene_terrain_uTexGarbage,i);
 }
-static void shader_scene_terrain_uTexGradients(int i){
+static inline void shader_scene_terrain_uTexGradients(int i)
+{
    glUniform1i(_uniform_scene_terrain_uTexGradients,i);
 }
-static void shader_scene_terrain_uCamera(v3f v){
+static inline void shader_scene_terrain_uCamera(v3f v)
+{
    glUniform3fv(_uniform_scene_terrain_uCamera,1,v);
 }
-static void shader_scene_terrain_uSandColour(v3f v){
+static inline void shader_scene_terrain_uSandColour(v3f v)
+{
    glUniform3fv(_uniform_scene_terrain_uSandColour,1,v);
 }
-static void shader_scene_terrain_uBlendOffset(v2f v){
+static inline void shader_scene_terrain_uBlendOffset(v2f v)
+{
    glUniform2fv(_uniform_scene_terrain_uBlendOffset,1,v);
 }
-static void shader_scene_terrain_uBoard0(v3f v){
-   glUniform3fv(_uniform_scene_terrain_uBoard0,1,v);
-}
-static void shader_scene_terrain_uBoard1(v3f v){
-   glUniform3fv(_uniform_scene_terrain_uBoard1,1,v);
-}
-static void shader_scene_terrain_g_world_depth(int i){
+static inline void shader_scene_terrain_g_world_depth(int i)
+{
    glUniform1i(_uniform_scene_terrain_g_world_depth,i);
 }
-static void shader_scene_terrain_register(void){
-   vg_shader_register( &_shader_scene_terrain );
-}
-static void shader_scene_terrain_use(void){ glUseProgram(_shader_scene_terrain.id); }
-static void shader_scene_terrain_link(void){
-   _uniform_scene_terrain_uMdl = glGetUniformLocation( _shader_scene_terrain.id, "uMdl" );
-   _uniform_scene_terrain_uPv = glGetUniformLocation( _shader_scene_terrain.id, "uPv" );
-   _uniform_scene_terrain_uPvmPrev = glGetUniformLocation( _shader_scene_terrain.id, "uPvmPrev" );
-   _uniform_scene_terrain_uTexGarbage = glGetUniformLocation( _shader_scene_terrain.id, "uTexGarbage" );
-   _uniform_scene_terrain_uTexGradients = glGetUniformLocation( _shader_scene_terrain.id, "uTexGradients" );
-   _uniform_scene_terrain_uCamera = glGetUniformLocation( _shader_scene_terrain.id, "uCamera" );
-   _uniform_scene_terrain_uSandColour = glGetUniformLocation( _shader_scene_terrain.id, "uSandColour" );
-   _uniform_scene_terrain_uBlendOffset = glGetUniformLocation( _shader_scene_terrain.id, "uBlendOffset" );
-   _uniform_scene_terrain_uBoard0 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard0" );
-   _uniform_scene_terrain_uBoard1 = glGetUniformLocation( _shader_scene_terrain.id, "uBoard1" );
-   _uniform_scene_terrain_uLightsArray = glGetUniformLocation( _shader_scene_terrain.id, "uLightsArray" );
-   _uniform_scene_terrain_uLightsIndex = glGetUniformLocation( _shader_scene_terrain.id, "uLightsIndex" );
-   _uniform_scene_terrain_g_world_depth = glGetUniformLocation( _shader_scene_terrain.id, "g_world_depth" );
+static inline void shader_scene_terrain_use(void);
+static inline void shader_scene_terrain_use(void)
+{
+   glUseProgram(_shader_scene_terrain.id);
 }
-#endif /* SHADER_scene_terrain_H */