change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_entity.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_model_entity;
4 extern GLuint _uniform_model_entity_uMdl;
5 extern GLuint _uniform_model_entity_uPv;
6 extern GLuint _uniform_model_entity_uPvmPrev;
7 extern GLuint _uniform_model_entity_uTexMain;
8 extern GLuint _uniform_model_entity_uCamera;
9 extern GLuint _uniform_model_entity_g_world_depth;
10 extern GLuint _uniform_model_entity_uLightsArray;
11 extern GLuint _uniform_model_entity_uLightsIndex;
12 static inline void shader_model_entity_uMdl(m4x3f m)
13 {
14 glUniformMatrix4x3fv(_uniform_model_entity_uMdl,1,GL_FALSE,(f32*)m);
15 }
16 static inline void shader_model_entity_uPv(m4x4f m)
17 {
18 glUniformMatrix4fv(_uniform_model_entity_uPv,1,GL_FALSE,(f32*)m);
19 }
20 static inline void shader_model_entity_uPvmPrev(m4x4f m)
21 {
22 glUniformMatrix4fv(_uniform_model_entity_uPvmPrev,1,GL_FALSE,(f32*)m);
23 }
24 static inline void shader_model_entity_uTexMain(int i)
25 {
26 glUniform1i(_uniform_model_entity_uTexMain,i);
27 }
28 static inline void shader_model_entity_uCamera(v3f v)
29 {
30 glUniform3fv(_uniform_model_entity_uCamera,1,v);
31 }
32 static inline void shader_model_entity_g_world_depth(int i)
33 {
34 glUniform1i(_uniform_model_entity_g_world_depth,i);
35 }
36 static inline void shader_model_entity_use(void);
37 static inline void shader_model_entity_use(void)
38 {
39 glUseProgram(_shader_model_entity.id);
40 }