update to new shader system
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / character.h
1 #ifndef SHADER_character_H
2 #define SHADER_character_H
3 static void shader_character_link(void);
4 static void shader_character_register(void);
5 static struct vg_shader _shader_character = {
6 .name = "character",
7 .link = shader_character_link,
8 .vs =
9 {
10 .orig_file = "../shaders/character.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec4 a_colour;\n"
15 "layout (location=3) in vec2 a_uv;\n"
16 "\n"
17 "#line 2 0 \n"
18 "\n"
19 "uniform mat4 uPv;\n"
20 "uniform mat4x3 uMdl;\n"
21 "uniform float uOpacity;\n"
22 "\n"
23 "out vec4 aColour;\n"
24 "out vec2 aUv;\n"
25 "out vec3 aNorm;\n"
26 "out vec3 aCo;\n"
27 "out float aOpacity;\n"
28 "\n"
29 "void main()\n"
30 "{\n"
31 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
32 " gl_Position = uPv * vec4(world_pos,1.0);\n"
33 "\n"
34 " aColour = a_colour;\n"
35 " aUv = a_uv;\n"
36 " aNorm = mat3(uMdl) * a_norm;\n"
37 " aCo = a_co;\n"
38 " aOpacity = 1.0-(gl_Position.y+0.5)*uOpacity;\n"
39 "}\n"
40 ""},
41 .fs =
42 {
43 .orig_file = "../shaders/character.fs",
44 .static_src =
45 "out vec4 FragColor;\n"
46 "\n"
47 "uniform sampler2D uTexMain;\n"
48 "uniform vec4 uColour;\n"
49 "\n"
50 "in vec4 aColour;\n"
51 "in vec2 aUv;\n"
52 "in vec3 aNorm;\n"
53 "in vec3 aCo;\n"
54 "in float aOpacity;\n"
55 "\n"
56 "void main()\n"
57 "{\n"
58 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
59 " FragColor = vec4(pow(diffuse,vec3(1.0)),aOpacity);\n"
60 "}\n"
61 ""},
62 };
63
64 static GLuint _uniform_character_uPv;
65 static GLuint _uniform_character_uMdl;
66 static GLuint _uniform_character_uOpacity;
67 static GLuint _uniform_character_uTexMain;
68 static GLuint _uniform_character_uColour;
69 static void shader_character_uPv(m4x4f m){
70 glUniformMatrix4fv( _uniform_character_uPv, 1, GL_FALSE, (float *)m );
71 }
72 static void shader_character_uMdl(m4x3f m){
73 glUniformMatrix4x3fv( _uniform_character_uMdl, 1, GL_FALSE, (float *)m );
74 }
75 static void shader_character_uOpacity(float f){
76 glUniform1f( _uniform_character_uOpacity, f );
77 }
78 static void shader_character_uTexMain(int i){
79 glUniform1i( _uniform_character_uTexMain, i );
80 }
81 static void shader_character_uColour(v4f v){
82 glUniform4fv( _uniform_character_uColour, 1, v );
83 }
84 static void shader_character_register(void){
85 vg_shader_register( &_shader_character );
86 }
87 static void shader_character_use(void){ glUseProgram(_shader_character.id); }
88 static void shader_character_link(void){
89 _uniform_character_uPv = glGetUniformLocation( _shader_character.id, "uPv" );
90 _uniform_character_uMdl = glGetUniformLocation( _shader_character.id, "uMdl" );
91 _uniform_character_uOpacity = glGetUniformLocation( _shader_character.id, "uOpacity" );
92 _uniform_character_uTexMain = glGetUniformLocation( _shader_character.id, "uTexMain" );
93 _uniform_character_uColour = glGetUniformLocation( _shader_character.id, "uColour" );
94 }
95 #endif /* SHADER_character_H */