change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_scene_water;
4 extern GLuint _uniform_scene_water_uMdl;
5 extern GLuint _uniform_scene_water_uPv;
6 extern GLuint _uniform_scene_water_uPvmPrev;
7 extern GLuint _uniform_scene_water_uTexMain;
8 extern GLuint _uniform_scene_water_uTexDudv;
9 extern GLuint _uniform_scene_water_uTexBack;
10 extern GLuint _uniform_scene_water_uInvRes;
11 extern GLuint _uniform_scene_water_uTime;
12 extern GLuint _uniform_scene_water_uCamera;
13 extern GLuint _uniform_scene_water_uSurfaceY;
14 extern GLuint _uniform_scene_water_uBoard0;
15 extern GLuint _uniform_scene_water_uBoard1;
16 extern GLuint _uniform_scene_water_uShoreColour;
17 extern GLuint _uniform_scene_water_uOceanColour;
18 extern GLuint _uniform_scene_water_uFresnel;
19 extern GLuint _uniform_scene_water_uWaterScale;
20 extern GLuint _uniform_scene_water_uWaveSpeed;
21 extern GLuint _uniform_scene_water_g_world_depth;
22 extern GLuint _uniform_scene_water_uLightsArray;
23 extern GLuint _uniform_scene_water_uLightsIndex;
24 static inline void shader_scene_water_uMdl(m4x3f m)
25 {
26 glUniformMatrix4x3fv(_uniform_scene_water_uMdl,1,GL_FALSE,(f32*)m);
27 }
28 static inline void shader_scene_water_uPv(m4x4f m)
29 {
30 glUniformMatrix4fv(_uniform_scene_water_uPv,1,GL_FALSE,(f32*)m);
31 }
32 static inline void shader_scene_water_uPvmPrev(m4x4f m)
33 {
34 glUniformMatrix4fv(_uniform_scene_water_uPvmPrev,1,GL_FALSE,(f32*)m);
35 }
36 static inline void shader_scene_water_uTexMain(int i)
37 {
38 glUniform1i(_uniform_scene_water_uTexMain,i);
39 }
40 static inline void shader_scene_water_uTexDudv(int i)
41 {
42 glUniform1i(_uniform_scene_water_uTexDudv,i);
43 }
44 static inline void shader_scene_water_uTexBack(int i)
45 {
46 glUniform1i(_uniform_scene_water_uTexBack,i);
47 }
48 static inline void shader_scene_water_uInvRes(v2f v)
49 {
50 glUniform2fv(_uniform_scene_water_uInvRes,1,v);
51 }
52 static inline void shader_scene_water_uTime(f32 f)
53 {
54 glUniform1f(_uniform_scene_water_uTime,f);
55 }
56 static inline void shader_scene_water_uCamera(v3f v)
57 {
58 glUniform3fv(_uniform_scene_water_uCamera,1,v);
59 }
60 static inline void shader_scene_water_uSurfaceY(f32 f)
61 {
62 glUniform1f(_uniform_scene_water_uSurfaceY,f);
63 }
64 static inline void shader_scene_water_uBoard0(v3f v)
65 {
66 glUniform3fv(_uniform_scene_water_uBoard0,1,v);
67 }
68 static inline void shader_scene_water_uBoard1(v3f v)
69 {
70 glUniform3fv(_uniform_scene_water_uBoard1,1,v);
71 }
72 static inline void shader_scene_water_uShoreColour(v3f v)
73 {
74 glUniform3fv(_uniform_scene_water_uShoreColour,1,v);
75 }
76 static inline void shader_scene_water_uOceanColour(v3f v)
77 {
78 glUniform3fv(_uniform_scene_water_uOceanColour,1,v);
79 }
80 static inline void shader_scene_water_uFresnel(f32 f)
81 {
82 glUniform1f(_uniform_scene_water_uFresnel,f);
83 }
84 static inline void shader_scene_water_uWaterScale(f32 f)
85 {
86 glUniform1f(_uniform_scene_water_uWaterScale,f);
87 }
88 static inline void shader_scene_water_uWaveSpeed(v4f v)
89 {
90 glUniform4fv(_uniform_scene_water_uWaveSpeed,1,v);
91 }
92 static inline void shader_scene_water_g_world_depth(int i)
93 {
94 glUniform1i(_uniform_scene_water_g_world_depth,i);
95 }
96 static inline void shader_scene_water_use(void);
97 static inline void shader_scene_water_use(void)
98 {
99 glUseProgram(_shader_scene_water.id);
100 }