change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water_fast.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_scene_water_fast;
4 extern GLuint _uniform_scene_water_fast_uMdl;
5 extern GLuint _uniform_scene_water_fast_uPv;
6 extern GLuint _uniform_scene_water_fast_uPvmPrev;
7 extern GLuint _uniform_scene_water_fast_uTexDudv;
8 extern GLuint _uniform_scene_water_fast_uTime;
9 extern GLuint _uniform_scene_water_fast_uCamera;
10 extern GLuint _uniform_scene_water_fast_uSurfaceY;
11 extern GLuint _uniform_scene_water_fast_uBoard0;
12 extern GLuint _uniform_scene_water_fast_uBoard1;
13 extern GLuint _uniform_scene_water_fast_uShoreColour;
14 extern GLuint _uniform_scene_water_fast_uOceanColour;
15 extern GLuint _uniform_scene_water_fast_g_world_depth;
16 extern GLuint _uniform_scene_water_fast_uLightsArray;
17 extern GLuint _uniform_scene_water_fast_uLightsIndex;
18 static inline void shader_scene_water_fast_uMdl(m4x3f m)
19 {
20 glUniformMatrix4x3fv(_uniform_scene_water_fast_uMdl,1,GL_FALSE,(f32*)m);
21 }
22 static inline void shader_scene_water_fast_uPv(m4x4f m)
23 {
24 glUniformMatrix4fv(_uniform_scene_water_fast_uPv,1,GL_FALSE,(f32*)m);
25 }
26 static inline void shader_scene_water_fast_uPvmPrev(m4x4f m)
27 {
28 glUniformMatrix4fv(_uniform_scene_water_fast_uPvmPrev,1,GL_FALSE,(f32*)m);
29 }
30 static inline void shader_scene_water_fast_uTexDudv(int i)
31 {
32 glUniform1i(_uniform_scene_water_fast_uTexDudv,i);
33 }
34 static inline void shader_scene_water_fast_uTime(f32 f)
35 {
36 glUniform1f(_uniform_scene_water_fast_uTime,f);
37 }
38 static inline void shader_scene_water_fast_uCamera(v3f v)
39 {
40 glUniform3fv(_uniform_scene_water_fast_uCamera,1,v);
41 }
42 static inline void shader_scene_water_fast_uSurfaceY(f32 f)
43 {
44 glUniform1f(_uniform_scene_water_fast_uSurfaceY,f);
45 }
46 static inline void shader_scene_water_fast_uBoard0(v3f v)
47 {
48 glUniform3fv(_uniform_scene_water_fast_uBoard0,1,v);
49 }
50 static inline void shader_scene_water_fast_uBoard1(v3f v)
51 {
52 glUniform3fv(_uniform_scene_water_fast_uBoard1,1,v);
53 }
54 static inline void shader_scene_water_fast_uShoreColour(v3f v)
55 {
56 glUniform3fv(_uniform_scene_water_fast_uShoreColour,1,v);
57 }
58 static inline void shader_scene_water_fast_uOceanColour(v3f v)
59 {
60 glUniform3fv(_uniform_scene_water_fast_uOceanColour,1,v);
61 }
62 static inline void shader_scene_water_fast_g_world_depth(int i)
63 {
64 glUniform1i(_uniform_scene_water_fast_g_world_depth,i);
65 }
66 static inline void shader_scene_water_fast_use(void);
67 static inline void shader_scene_water_fast_use(void)
68 {
69 glUseProgram(_shader_scene_water_fast.id);
70 }