3 static void shader_gate_link(void);
4 static void shader_gate_register(void);
5 static struct vg_shader _shader_gate
= {
7 .link
= shader_gate_link
,
10 .orig_file
= "../../shaders/gate.vs",
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"
21 "uniform mat4x3 uMdl;\n"
29 " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
30 " gl_Position = uPv * vec4(world_pos,1.0);\n"
39 .orig_file
= "../../shaders/gate.fs",
41 "out vec4 FragColor;\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"
55 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
56 " vec4 mapwater = texture( uTexWater, vec2(aUv.x,aUv.y-uTime));\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"
62 " vec2 warpamt = (mapwater.rg-0.5)*0.05*aUv.y*undistort;\n"
63 " vec4 mapbackbuffer = texture( uTexMain, ssuv + warpamt );\n"
65 " float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
66 " FragColor = vec4( mapbackbuffer.rgb, opacity );\n"
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
);
81 static void shader_gate_uMdl(m4x3f m
){
82 glUniformMatrix4x3fv( _uniform_gate_uMdl
, 1, GL_FALSE
, (float *)m
);
84 static void shader_gate_uTexMain(int i
){
85 glUniform1i( _uniform_gate_uTexMain
, i
);
87 static void shader_gate_uTexWater(int i
){
88 glUniform1i( _uniform_gate_uTexWater
, i
);
90 static void shader_gate_uInvRes(v2f v
){
91 glUniform2fv( _uniform_gate_uInvRes
, 1, v
);
93 static void shader_gate_uTime(float f
){
94 glUniform1f( _uniform_gate_uTime
, f
);
96 static void shader_gate_uCam(v3f v
){
97 glUniform3fv( _uniform_gate_uCam
, 1, v
);
99 static void shader_gate_register(void){
100 vg_shader_register( &_shader_gate
);
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" );
112 #endif /* SHADER_gate_H */