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[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 "const float k_motion_lerp_amount = 0.01;\n"
21 "\n"
22 "#line 2 0 \n"
23 "\n"
24 "out vec3 aMotionVec0;\n"
25 "out vec3 aMotionVec1;\n"
26 "\n"
27 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
28 "{\n"
29 " // This magically solves some artifacting errors!\n"
30 " //\n"
31 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
32 "\n"
33 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
34 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
35 "}\n"
36 "\n"
37 "#line 3 0 \n"
38 "\n"
39 "uniform mat4x3 uMdl;\n"
40 "uniform mat4 uPv;\n"
41 "uniform mat4 uPvmPrev;\n"
42 "\n"
43 "out vec4 aColour;\n"
44 "out vec2 aUv;\n"
45 "out vec3 aNorm;\n"
46 "out vec3 aCo;\n"
47 "out vec3 aWorldCo;\n"
48 "\n"
49 "void main()\n"
50 "{\n"
51 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
52 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
53 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
54 "\n"
55 " vs_motion_out( vproj0, vproj1 );\n"
56 "\n"
57 " gl_Position = vproj0;\n"
58 " aWorldCo = world_pos0;\n"
59 " aColour = a_colour;\n"
60 " aUv = a_uv;\n"
61 " aNorm = mat3(uMdl) * a_norm;\n"
62 " aCo = a_co;\n"
63 "}\n"
64 ""},
65 .fs =
66 {
67 .static_src =
68 "out vec4 FragColor;\n"
69 "\n"
70 "uniform sampler2D uTexMain;\n"
71 "uniform vec4 uColour;\n"
72 "\n"
73 "in vec4 aColour;\n"
74 "in vec2 aUv;\n"
75 "in vec3 aNorm;\n"
76 "in vec3 aCo;\n"
77 "\n"
78 "void main()\n"
79 "{\n"
80 " vec4 diffuse = texture( uTexMain, aUv );\n"
81 "\n"
82 " if( diffuse.a < 0.5 )\n"
83 " discard;\n"
84 "\n"
85 " FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
86 "}\n"
87 ""},
88 };
89
90 static GLuint _uniform_menu_uMdl;
91 static GLuint _uniform_menu_uPv;
92 static GLuint _uniform_menu_uPvmPrev;
93 static GLuint _uniform_menu_uTexMain;
94 static GLuint _uniform_menu_uColour;
95 static void shader_menu_uMdl(m4x3f m){
96 glUniformMatrix4x3fv(_uniform_menu_uMdl,1,GL_FALSE,(float*)m);
97 }
98 static void shader_menu_uPv(m4x4f m){
99 glUniformMatrix4fv(_uniform_menu_uPv,1,GL_FALSE,(float*)m);
100 }
101 static void shader_menu_uPvmPrev(m4x4f m){
102 glUniformMatrix4fv(_uniform_menu_uPvmPrev,1,GL_FALSE,(float*)m);
103 }
104 static void shader_menu_uTexMain(int i){
105 glUniform1i(_uniform_menu_uTexMain,i);
106 }
107 static void shader_menu_uColour(v4f v){
108 glUniform4fv(_uniform_menu_uColour,1,v);
109 }
110 static void shader_menu_register(void){
111 vg_shader_register( &_shader_menu );
112 }
113 static void shader_menu_use(void){ glUseProgram(_shader_menu.id); }
114 static void shader_menu_link(void){
115 _uniform_menu_uMdl = glGetUniformLocation( _shader_menu.id, "uMdl" );
116 _uniform_menu_uPv = glGetUniformLocation( _shader_menu.id, "uPv" );
117 _uniform_menu_uPvmPrev = glGetUniformLocation( _shader_menu.id, "uPvmPrev" );
118 _uniform_menu_uTexMain = glGetUniformLocation( _shader_menu.id, "uTexMain" );
119 _uniform_menu_uColour = glGetUniformLocation( _shader_menu.id, "uColour" );
120 }
121 #endif /* SHADER_menu_H */