framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gatelq.h
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 = {
6 .name = "gatelq",
7 .link = shader_gatelq_link,
8 .vs =
9 {
10 .static_src =
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"
17 "\n"
18 "#line 2 0 \n"
19 "uniform mat4 uPv;\n"
20 "uniform mat4x3 uMdl;\n"
21 "\n"
22 "out vec3 aNorm;\n"
23 "out vec2 aUv;\n"
24 "out vec3 aCo;\n"
25 "\n"
26 "void main()\n"
27 "{\n"
28 " vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
29 " gl_Position = uPv * vec4(world_pos,1.0);\n"
30 "\n"
31 " aNorm = a_norm;\n"
32 " aCo = world_pos;\n"
33 " aUv = a_uv;\n"
34 "}\n"
35 ""},
36 .fs =
37 {
38 .static_src =
39 "out vec4 FragColor;\n"
40 "\n"
41 "uniform float uTime;\n"
42 "uniform vec3 uCam;\n"
43 "uniform vec2 uInvRes;\n"
44 "\n"
45 "in vec3 aNorm;\n"
46 "in vec2 aUv;\n"
47 "in vec3 aCo;\n"
48 "\n"
49 "void main()\n"
50 "{\n"
51 " vec2 ssuv = gl_FragCoord.xy;\n"
52 " float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
53 " \n"
54 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
55 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
56 "\n"
57 " if( opacity+dither<0.5 )\n"
58 " discard;\n"
59 "\n"
60 " FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n"
61 "}\n"
62 ""},
63 };
64
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);
72 }
73 static void shader_gatelq_uMdl(m4x3f m){
74 glUniformMatrix4x3fv(_uniform_gatelq_uMdl,1,GL_FALSE,(float*)m);
75 }
76 static void shader_gatelq_uTime(float f){
77 glUniform1f(_uniform_gatelq_uTime,f);
78 }
79 static void shader_gatelq_uCam(v3f v){
80 glUniform3fv(_uniform_gatelq_uCam,1,v);
81 }
82 static void shader_gatelq_uInvRes(v2f v){
83 glUniform2fv(_uniform_gatelq_uInvRes,1,v);
84 }
85 static void shader_gatelq_register(void){
86 vg_shader_register( &_shader_gatelq );
87 }
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" );
95 }
96 #endif /* SHADER_gatelq_H */