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