1 #ifndef SHADER_gatelq_H
2 #define SHADER_gatelq_H
3 static void shader_gatelq_link(void);
4 static void shader_gatelq_register(void);
5 static struct vg_shader _shader_gatelq
= {
7 .link
= shader_gatelq_link
,
11 "layout (location=0) in vec3 a_co;\n"
12 "layout (location=1) in vec3 a_norm;\n"
13 "layout (location=2) in vec2 a_uv;\n"
14 "layout (location=3) in vec4 a_colour;\n"
15 "layout (location=4) in vec4 a_weights;\n"
16 "layout (location=5) in ivec4 a_groups;\n"
20 "uniform mat4x3 uMdl;\n"
28 " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
29 " gl_Position = uPv * vec4(world_pos,1.0);\n"
39 "out vec4 FragColor;\n"
41 "uniform float uTime;\n"
42 "uniform vec3 uCam;\n"
43 "uniform vec2 uInvRes;\n"
51 " vec2 ssuv = gl_FragCoord.xy;\n"
52 " float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
54 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
55 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
57 " if( opacity+dither<0.5 )\n"
60 " FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n"
65 static GLuint _uniform_gatelq_uPv
;
66 static GLuint _uniform_gatelq_uMdl
;
67 static GLuint _uniform_gatelq_uTime
;
68 static GLuint _uniform_gatelq_uCam
;
69 static GLuint _uniform_gatelq_uInvRes
;
70 static void shader_gatelq_uPv(m4x4f m
){
71 glUniformMatrix4fv(_uniform_gatelq_uPv
,1,GL_FALSE
,(float*)m
);
73 static void shader_gatelq_uMdl(m4x3f m
){
74 glUniformMatrix4x3fv(_uniform_gatelq_uMdl
,1,GL_FALSE
,(float*)m
);
76 static void shader_gatelq_uTime(float f
){
77 glUniform1f(_uniform_gatelq_uTime
,f
);
79 static void shader_gatelq_uCam(v3f v
){
80 glUniform3fv(_uniform_gatelq_uCam
,1,v
);
82 static void shader_gatelq_uInvRes(v2f v
){
83 glUniform2fv(_uniform_gatelq_uInvRes
,1,v
);
85 static void shader_gatelq_register(void){
86 vg_shader_register( &_shader_gatelq
);
88 static void shader_gatelq_use(void){ glUseProgram(_shader_gatelq
.id
); }
89 static void shader_gatelq_link(void){
90 _uniform_gatelq_uPv
= glGetUniformLocation( _shader_gatelq
.id
, "uPv" );
91 _uniform_gatelq_uMdl
= glGetUniformLocation( _shader_gatelq
.id
, "uMdl" );
92 _uniform_gatelq_uTime
= glGetUniformLocation( _shader_gatelq
.id
, "uTime" );
93 _uniform_gatelq_uCam
= glGetUniformLocation( _shader_gatelq
.id
, "uCam" );
94 _uniform_gatelq_uInvRes
= glGetUniformLocation( _shader_gatelq
.id
, "uInvRes" );
96 #endif /* SHADER_gatelq_H */