change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_model_character_view;
4 extern GLuint _uniform_model_character_view_uPv;
5 extern GLuint _uniform_model_character_view_uTransforms;
6 extern GLuint _uniform_model_character_view_uTexMain;
7 extern GLuint _uniform_model_character_view_uCamera;
8 extern GLuint _uniform_model_character_view_g_world_depth;
9 extern GLuint _uniform_model_character_view_uLightsArray;
10 extern GLuint _uniform_model_character_view_uLightsIndex;
11 extern GLuint _uniform_model_character_view_uTexSceneDepth;
12 extern GLuint _uniform_model_character_view_uInverseRatioDepth;
13 extern GLuint _uniform_model_character_view_uInverseRatioMain;
14 extern GLuint _uniform_model_character_view_uDepthMode;
15 extern GLuint _uniform_model_character_view_uDitherCutoff;
16 static inline void shader_model_character_view_uPv(m4x4f m)
17 {
18 glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(f32*)m);
19 }
20 static inline void shader_model_character_view_uTexMain(int i)
21 {
22 glUniform1i(_uniform_model_character_view_uTexMain,i);
23 }
24 static inline void shader_model_character_view_uCamera(v3f v)
25 {
26 glUniform3fv(_uniform_model_character_view_uCamera,1,v);
27 }
28 static inline void shader_model_character_view_g_world_depth(int i)
29 {
30 glUniform1i(_uniform_model_character_view_g_world_depth,i);
31 }
32 static inline void shader_model_character_view_uTexSceneDepth(int i)
33 {
34 glUniform1i(_uniform_model_character_view_uTexSceneDepth,i);
35 }
36 static inline void shader_model_character_view_uInverseRatioDepth(v3f v)
37 {
38 glUniform3fv(_uniform_model_character_view_uInverseRatioDepth,1,v);
39 }
40 static inline void shader_model_character_view_uInverseRatioMain(v3f v)
41 {
42 glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
43 }
44 static inline void shader_model_character_view_uDepthMode(int b)
45 {
46 glUniform1i(_uniform_model_character_view_uDepthMode,b);
47 }
48 static inline void shader_model_character_view_uDitherCutoff(f32 f)
49 {
50 glUniform1f(_uniform_model_character_view_uDitherCutoff,f);
51 }
52 static inline void shader_model_character_view_use(void);
53 static inline void shader_model_character_view_use(void)
54 {
55 glUseProgram(_shader_model_character_view.id);
56 }