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 vec4 a_colour;\n"
15 "layout (location=3) in vec2 a_uv;\n"
19 "uniform mat4x3 uMdl;\n"
27 " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
28 " gl_Position = uPv * vec4(world_pos,1.0);\n"
37 .orig_file
= "../shaders/gate.fs",
39 "out vec4 FragColor;\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"
53 " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
54 " vec4 mapwater = texture( uTexWater, vec2(aUv.x,aUv.y-uTime));\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"
60 " vec2 warpamt = (mapwater.rg-0.5)*0.05*aUv.y*undistort;\n"
61 " vec4 mapbackbuffer = texture( uTexMain, ssuv + warpamt );\n"
63 " float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
64 " FragColor = vec4( mapbackbuffer.rgb, opacity );\n"
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
);
79 static void shader_gate_uMdl(m4x3f m
){
80 glUniformMatrix4x3fv( _uniform_gate_uMdl
, 1, GL_FALSE
, (float *)m
);
82 static void shader_gate_uTexMain(int i
){
83 glUniform1i( _uniform_gate_uTexMain
, i
);
85 static void shader_gate_uTexWater(int i
){
86 glUniform1i( _uniform_gate_uTexWater
, i
);
88 static void shader_gate_uInvRes(v2f v
){
89 glUniform2fv( _uniform_gate_uInvRes
, 1, v
);
91 static void shader_gate_uTime(float f
){
92 glUniform1f( _uniform_gate_uTime
, f
);
94 static void shader_gate_uCam(v3f v
){
95 glUniform3fv( _uniform_gate_uCam
, 1, v
);
97 static void shader_gate_register(void){
98 vg_shader_register( &_shader_gate
);
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" );
110 #endif /* SHADER_gate_H */