well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gate.h
1 #ifndef SHADER_gate_H
2 #define SHADER_gate_H
3 static void shader_gate_link(void);
4 static void shader_gate_register(void);
5 static struct vg_shader _shader_gate = {
6 .name = "gate",
7 .link = shader_gate_link,
8 .vs =
9 {
10 .orig_file = "../../shaders/gate.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 vec2 a_uv;\n"
15 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
18 "\n"
19 "#line 2 0 \n"
20 "uniform mat4 uPv;\n"
21 "uniform mat4x3 uMdl;\n"
22 "\n"
23 "out vec3 aNorm;\n"
24 "out vec2 aUv;\n"
25 "out vec3 aCo;\n"
26 "\n"
27 "void main()\n"
28 "{\n"
29 " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
30 " gl_Position = uPv * vec4(world_pos,1.0);\n"
31 "\n"
32 " aNorm = a_norm;\n"
33 " aCo = world_pos;\n"
34 " aUv = a_uv;\n"
35 "}\n"
36 ""},
37 .fs =
38 {
39 .orig_file = "../../shaders/gate.fs",
40 .static_src =
41 "out vec4 FragColor;\n"
42 "\n"
43 "uniform sampler2D uTexMain;\n"
44 "uniform sampler2D uTexWater;\n"
45 "uniform vec2 uInvRes;\n"
46 "uniform float uTime;\n"
47 "uniform vec3 uCam;\n"
48 "\n"
49 "in vec3 aNorm;\n"
50 "in vec2 aUv;\n"
51 "in vec3 aCo;\n"
52 "\n"
53 "void main()\n"
54 "{\n"
55 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
56 " vec4 mapwater = texture( uTexWater, vec2(aUv.x,aUv.y-uTime));\n"
57 "\n"
58 " float undistort = smoothstep(0.1,0.6,distance( uCam, aCo )*0.1);\n"
59 " vec2 trimedge = smoothstep(0.0,0.2,1.0-abs(ssuv-0.5)*2.0);\n"
60 " undistort *= trimedge.x * trimedge.y;\n"
61 "\n"
62 " vec2 warpamt = (mapwater.rg-0.5)*0.05*aUv.y*undistort;\n"
63 " vec4 mapbackbuffer = texture( uTexMain, ssuv + warpamt );\n"
64 "\n"
65 " float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
66 " FragColor = vec4( mapbackbuffer.rgb, opacity );\n"
67 "}\n"
68 ""},
69 };
70
71 static GLuint _uniform_gate_uPv;
72 static GLuint _uniform_gate_uMdl;
73 static GLuint _uniform_gate_uTexMain;
74 static GLuint _uniform_gate_uTexWater;
75 static GLuint _uniform_gate_uInvRes;
76 static GLuint _uniform_gate_uTime;
77 static GLuint _uniform_gate_uCam;
78 static void shader_gate_uPv(m4x4f m){
79 glUniformMatrix4fv( _uniform_gate_uPv, 1, GL_FALSE, (float *)m );
80 }
81 static void shader_gate_uMdl(m4x3f m){
82 glUniformMatrix4x3fv( _uniform_gate_uMdl, 1, GL_FALSE, (float *)m );
83 }
84 static void shader_gate_uTexMain(int i){
85 glUniform1i( _uniform_gate_uTexMain, i );
86 }
87 static void shader_gate_uTexWater(int i){
88 glUniform1i( _uniform_gate_uTexWater, i );
89 }
90 static void shader_gate_uInvRes(v2f v){
91 glUniform2fv( _uniform_gate_uInvRes, 1, v );
92 }
93 static void shader_gate_uTime(float f){
94 glUniform1f( _uniform_gate_uTime, f );
95 }
96 static void shader_gate_uCam(v3f v){
97 glUniform3fv( _uniform_gate_uCam, 1, v );
98 }
99 static void shader_gate_register(void){
100 vg_shader_register( &_shader_gate );
101 }
102 static void shader_gate_use(void){ glUseProgram(_shader_gate.id); }
103 static void shader_gate_link(void){
104 _uniform_gate_uPv = glGetUniformLocation( _shader_gate.id, "uPv" );
105 _uniform_gate_uMdl = glGetUniformLocation( _shader_gate.id, "uMdl" );
106 _uniform_gate_uTexMain = glGetUniformLocation( _shader_gate.id, "uTexMain" );
107 _uniform_gate_uTexWater = glGetUniformLocation( _shader_gate.id, "uTexWater" );
108 _uniform_gate_uInvRes = glGetUniformLocation( _shader_gate.id, "uInvRes" );
109 _uniform_gate_uTime = glGetUniformLocation( _shader_gate.id, "uTime" );
110 _uniform_gate_uCam = glGetUniformLocation( _shader_gate.id, "uCam" );
111 }
112 #endif /* SHADER_gate_H */