change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_vertex_blend.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_scene_vertex_blend;
4 extern GLuint _uniform_scene_vertex_blend_uMdl;
5 extern GLuint _uniform_scene_vertex_blend_uPv;
6 extern GLuint _uniform_scene_vertex_blend_uPvmPrev;
7 extern GLuint _uniform_scene_vertex_blend_uTexGarbage;
8 extern GLuint _uniform_scene_vertex_blend_uTexGradients;
9 extern GLuint _uniform_scene_vertex_blend_uCamera;
10 extern GLuint _uniform_scene_vertex_blend_g_world_depth;
11 extern GLuint _uniform_scene_vertex_blend_uLightsArray;
12 extern GLuint _uniform_scene_vertex_blend_uLightsIndex;
13 static inline void shader_scene_vertex_blend_uMdl(m4x3f m)
14 {
15 glUniformMatrix4x3fv(_uniform_scene_vertex_blend_uMdl,1,GL_FALSE,(f32*)m);
16 }
17 static inline void shader_scene_vertex_blend_uPv(m4x4f m)
18 {
19 glUniformMatrix4fv(_uniform_scene_vertex_blend_uPv,1,GL_FALSE,(f32*)m);
20 }
21 static inline void shader_scene_vertex_blend_uPvmPrev(m4x4f m)
22 {
23 glUniformMatrix4fv(_uniform_scene_vertex_blend_uPvmPrev,1,GL_FALSE,(f32*)m);
24 }
25 static inline void shader_scene_vertex_blend_uTexGarbage(int i)
26 {
27 glUniform1i(_uniform_scene_vertex_blend_uTexGarbage,i);
28 }
29 static inline void shader_scene_vertex_blend_uTexGradients(int i)
30 {
31 glUniform1i(_uniform_scene_vertex_blend_uTexGradients,i);
32 }
33 static inline void shader_scene_vertex_blend_uCamera(v3f v)
34 {
35 glUniform3fv(_uniform_scene_vertex_blend_uCamera,1,v);
36 }
37 static inline void shader_scene_vertex_blend_g_world_depth(int i)
38 {
39 glUniform1i(_uniform_scene_vertex_blend_g_world_depth,i);
40 }
41 static inline void shader_scene_vertex_blend_use(void);
42 static inline void shader_scene_vertex_blend_use(void)
43 {
44 glUseProgram(_shader_scene_vertex_blend.id);
45 }