fixes some artifacting
[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 = 0.05;\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 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
30 "\n"
31 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
32 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
33 "}\n"
34 "\n"
35 "#line 3 0 \n"
36 "\n"
37 "uniform mat4x3 uMdl;\n"
38 "uniform mat4 uPv;\n"
39 "uniform mat4 uPvmPrev;\n"
40 "\n"
41 "out vec4 aColour;\n"
42 "out vec2 aUv;\n"
43 "out vec3 aNorm;\n"
44 "out vec3 aCo;\n"
45 "out vec3 aWorldCo;\n"
46 "\n"
47 "void main()\n"
48 "{\n"
49 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
50 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
51 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
52 "\n"
53 " vs_motion_out( vproj0, vproj1 );\n"
54 "\n"
55 " gl_Position = vproj0;\n"
56 " aWorldCo = world_pos0;\n"
57 " aColour = a_colour;\n"
58 " aUv = a_uv;\n"
59 " aNorm = mat3(uMdl) * a_norm;\n"
60 " aCo = a_co;\n"
61 "}\n"
62 ""},
63 .fs =
64 {
65 .static_src =
66 "out vec4 FragColor;\n"
67 "\n"
68 "uniform sampler2D uTexMain;\n"
69 "uniform vec4 uColour;\n"
70 "\n"
71 "in vec4 aColour;\n"
72 "in vec2 aUv;\n"
73 "in vec3 aNorm;\n"
74 "in vec3 aCo;\n"
75 "\n"
76 "void main()\n"
77 "{\n"
78 " vec4 diffuse = texture( uTexMain, aUv );\n"
79 "\n"
80 " if( diffuse.a < 0.5 )\n"
81 " discard;\n"
82 "\n"
83 " FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
84 "}\n"
85 ""},
86 };
87
88 static GLuint _uniform_menu_uMdl;
89 static GLuint _uniform_menu_uPv;
90 static GLuint _uniform_menu_uPvmPrev;
91 static GLuint _uniform_menu_uTexMain;
92 static GLuint _uniform_menu_uColour;
93 static void shader_menu_uMdl(m4x3f m){
94 glUniformMatrix4x3fv(_uniform_menu_uMdl,1,GL_FALSE,(float*)m);
95 }
96 static void shader_menu_uPv(m4x4f m){
97 glUniformMatrix4fv(_uniform_menu_uPv,1,GL_FALSE,(float*)m);
98 }
99 static void shader_menu_uPvmPrev(m4x4f m){
100 glUniformMatrix4fv(_uniform_menu_uPvmPrev,1,GL_FALSE,(float*)m);
101 }
102 static void shader_menu_uTexMain(int i){
103 glUniform1i(_uniform_menu_uTexMain,i);
104 }
105 static void shader_menu_uColour(v4f v){
106 glUniform4fv(_uniform_menu_uColour,1,v);
107 }
108 static void shader_menu_register(void){
109 vg_shader_register( &_shader_menu );
110 }
111 static void shader_menu_use(void){ glUseProgram(_shader_menu.id); }
112 static void shader_menu_link(void){
113 _uniform_menu_uMdl = glGetUniformLocation( _shader_menu.id, "uMdl" );
114 _uniform_menu_uPv = glGetUniformLocation( _shader_menu.id, "uPv" );
115 _uniform_menu_uPvmPrev = glGetUniformLocation( _shader_menu.id, "uPvmPrev" );
116 _uniform_menu_uTexMain = glGetUniformLocation( _shader_menu.id, "uTexMain" );
117 _uniform_menu_uColour = glGetUniformLocation( _shader_menu.id, "uColour" );
118 }
119 #endif /* SHADER_menu_H */