add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / menu.h
1 #ifndef SHADER_menu_H
2 #define SHADER_menu_H
3 static void shader_menu_link(void);
4 static void shader_menu_register(void);
5 static struct vg_shader _shader_menu = {
6 .name = "menu",
7 .link = shader_menu_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 "#line 1 2 \n"
20 "out vec3 aMotionVec0;\n"
21 "out vec3 aMotionVec1;\n"
22 "\n"
23 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
24 "{\n"
25 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
26 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
27 "}\n"
28 "\n"
29 "#line 3 0 \n"
30 "\n"
31 "uniform mat4x3 uMdl;\n"
32 "uniform mat4 uPv;\n"
33 "uniform mat4 uPvmPrev;\n"
34 "\n"
35 "out vec4 aColour;\n"
36 "out vec2 aUv;\n"
37 "out vec3 aNorm;\n"
38 "out vec3 aCo;\n"
39 "out vec3 aWorldCo;\n"
40 "\n"
41 "void main()\n"
42 "{\n"
43 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
44 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
45 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
46 "\n"
47 " vs_motion_out( vproj0, vproj1 );\n"
48 "\n"
49 " gl_Position = vproj0;\n"
50 " aWorldCo = world_pos0;\n"
51 " aColour = a_colour;\n"
52 " aUv = a_uv;\n"
53 " aNorm = mat3(uMdl) * a_norm;\n"
54 " aCo = a_co;\n"
55 "}\n"
56 ""},
57 .fs =
58 {
59 .static_src =
60 "out vec4 FragColor;\n"
61 "\n"
62 "uniform sampler2D uTexMain;\n"
63 "uniform vec4 uColour;\n"
64 "\n"
65 "in vec4 aColour;\n"
66 "in vec2 aUv;\n"
67 "in vec3 aNorm;\n"
68 "in vec3 aCo;\n"
69 "\n"
70 "void main()\n"
71 "{\n"
72 " vec4 diffuse = texture( uTexMain, aUv );\n"
73 "\n"
74 " if( diffuse.a < 0.5 )\n"
75 " discard;\n"
76 "\n"
77 " FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
78 "}\n"
79 ""},
80 };
81
82 static GLuint _uniform_menu_uMdl;
83 static GLuint _uniform_menu_uPv;
84 static GLuint _uniform_menu_uPvmPrev;
85 static GLuint _uniform_menu_uTexMain;
86 static GLuint _uniform_menu_uColour;
87 static void shader_menu_uMdl(m4x3f m){
88 glUniformMatrix4x3fv(_uniform_menu_uMdl,1,GL_FALSE,(float*)m);
89 }
90 static void shader_menu_uPv(m4x4f m){
91 glUniformMatrix4fv(_uniform_menu_uPv,1,GL_FALSE,(float*)m);
92 }
93 static void shader_menu_uPvmPrev(m4x4f m){
94 glUniformMatrix4fv(_uniform_menu_uPvmPrev,1,GL_FALSE,(float*)m);
95 }
96 static void shader_menu_uTexMain(int i){
97 glUniform1i(_uniform_menu_uTexMain,i);
98 }
99 static void shader_menu_uColour(v4f v){
100 glUniform4fv(_uniform_menu_uColour,1,v);
101 }
102 static void shader_menu_register(void){
103 vg_shader_register( &_shader_menu );
104 }
105 static void shader_menu_use(void){ glUseProgram(_shader_menu.id); }
106 static void shader_menu_link(void){
107 _uniform_menu_uMdl = glGetUniformLocation( _shader_menu.id, "uMdl" );
108 _uniform_menu_uPv = glGetUniformLocation( _shader_menu.id, "uPv" );
109 _uniform_menu_uPvmPrev = glGetUniformLocation( _shader_menu.id, "uPvmPrev" );
110 _uniform_menu_uTexMain = glGetUniformLocation( _shader_menu.id, "uTexMain" );
111 _uniform_menu_uColour = glGetUniformLocation( _shader_menu.id, "uColour" );
112 }
113 #endif /* SHADER_menu_H */