change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_font.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_scene_font;
4 extern GLuint _uniform_scene_font_uMdl;
5 extern GLuint _uniform_scene_font_uPv;
6 extern GLuint _uniform_scene_font_uPvmPrev;
7 extern GLuint _uniform_scene_font_uOffset;
8 extern GLuint _uniform_scene_font_uTexGarbage;
9 extern GLuint _uniform_scene_font_uTexMain;
10 extern GLuint _uniform_scene_font_uCamera;
11 extern GLuint _uniform_scene_font_uTime;
12 extern GLuint _uniform_scene_font_uOpacity;
13 extern GLuint _uniform_scene_font_uColourize;
14 extern GLuint _uniform_scene_font_g_world_depth;
15 extern GLuint _uniform_scene_font_uLightsArray;
16 extern GLuint _uniform_scene_font_uLightsIndex;
17 static inline void shader_scene_font_uMdl(m4x3f m)
18 {
19 glUniformMatrix4x3fv(_uniform_scene_font_uMdl,1,GL_FALSE,(f32*)m);
20 }
21 static inline void shader_scene_font_uPv(m4x4f m)
22 {
23 glUniformMatrix4fv(_uniform_scene_font_uPv,1,GL_FALSE,(f32*)m);
24 }
25 static inline void shader_scene_font_uPvmPrev(m4x4f m)
26 {
27 glUniformMatrix4fv(_uniform_scene_font_uPvmPrev,1,GL_FALSE,(f32*)m);
28 }
29 static inline void shader_scene_font_uOffset(v4f v)
30 {
31 glUniform4fv(_uniform_scene_font_uOffset,1,v);
32 }
33 static inline void shader_scene_font_uTexGarbage(int i)
34 {
35 glUniform1i(_uniform_scene_font_uTexGarbage,i);
36 }
37 static inline void shader_scene_font_uTexMain(int i)
38 {
39 glUniform1i(_uniform_scene_font_uTexMain,i);
40 }
41 static inline void shader_scene_font_uCamera(v3f v)
42 {
43 glUniform3fv(_uniform_scene_font_uCamera,1,v);
44 }
45 static inline void shader_scene_font_uTime(f32 f)
46 {
47 glUniform1f(_uniform_scene_font_uTime,f);
48 }
49 static inline void shader_scene_font_uOpacity(f32 f)
50 {
51 glUniform1f(_uniform_scene_font_uOpacity,f);
52 }
53 static inline void shader_scene_font_uColourize(f32 f)
54 {
55 glUniform1f(_uniform_scene_font_uColourize,f);
56 }
57 static inline void shader_scene_font_g_world_depth(int i)
58 {
59 glUniform1i(_uniform_scene_font_g_world_depth,i);
60 }
61 static inline void shader_scene_font_use(void);
62 static inline void shader_scene_font_use(void)
63 {
64 glUseProgram(_shader_scene_font.id);
65 }