1 #ifndef SHADER_model_board_view_H
2 #define SHADER_model_board_view_H
3 static void shader_model_board_view_link(void);
4 static void shader_model_board_view_register(void);
5 static struct vg_shader _shader_model_board_view
= {
6 .name
= "model_board_view",
7 .link
= shader_model_board_view_link
,
10 .orig_file
= "shaders/model.vs",
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
20 "const float k_motion_lerp_amount = 0.01;\n"
24 "out vec3 aMotionVec0;\n"
25 "out vec3 aMotionVec1;\n"
27 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
29 " // This magically solves some artifacting errors!\n"
31 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
33 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
34 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
39 "uniform mat4x3 uMdl;\n"
41 "uniform mat4 uPvmPrev;\n"
47 "out vec3 aWorldCo;\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"
55 " vs_motion_out( vproj0, vproj1 );\n"
57 " gl_Position = vproj0;\n"
58 " aWorldCo = world_pos0;\n"
59 " aColour = a_colour;\n"
61 " aNorm = normalize( mat3(uMdl) * a_norm );\n"
67 .orig_file
= "shaders/model_character_view.fs",
69 "uniform sampler2D uTexMain;\n"
70 "uniform vec3 uCamera;\n"
80 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
84 "layout (location = 0) out vec4 oColour;\n"
86 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
87 "layout (std140) uniform ub_world_lighting\n"
90 " vec4 g_cube_inv_range;\n"
92 " vec4 g_water_plane;\n"
93 " vec4 g_depth_bounds;\n"
95 " vec4 g_daysky_colour;\n"
96 " vec4 g_nightsky_colour;\n"
97 " vec4 g_sunset_colour;\n"
98 " vec4 g_ambient_colour;\n"
99 " vec4 g_sunset_ambient;\n"
100 " vec4 g_sun_colour;\n"
105 " float g_water_fog;\n"
107 " float g_realtime;\n"
108 " float g_shadow_length;\n"
109 " float g_shadow_spread;\n"
111 " float g_time_of_day;\n"
112 " float g_day_phase;\n"
113 " float g_sunset_phase;\n"
115 " int g_light_preview;\n"
116 " int g_shadow_samples;\n"
118 " int g_debug_indices;\n"
119 " int g_debug_complexity;\n"
122 "uniform sampler2D g_world_depth;\n"
123 "uniform samplerBuffer uLightsArray;\n"
124 "uniform usampler3D uLightsIndex;\n"
127 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
128 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
129 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
130 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
131 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
132 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
134 "const float SUN_ANGLE = 0.0001;\n"
135 "const float PI = 3.14159265358979323846264;\n"
137 "//struct world_info\n"
147 "vec3 rand33(vec3 p3)\n"
149 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
150 " p3 += dot(p3, p3.yxz+33.33);\n"
151 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
154 "float stars( vec3 rd, float rr, float size ){\n"
155 " vec3 co = rd * rr;\n"
157 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
159 " float spaces = 1.0 / rr;\n"
160 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
161 " a -= mod(a, spaces) - spaces * 0.5;\n"
163 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
165 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
166 " plane = plane - mod(plane, PI / count);\n"
168 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
170 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
171 " float ydist = sqrt(rr * rr - level * level);\n"
172 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
173 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
174 " float star = smoothstep(size, 0.0, distance(center, co));\n"
178 "float luminance( vec3 v )\n"
180 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
183 "vec3 clearskies_ambient( vec3 dir )\n"
185 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
186 " float sky_gradient = dir.y;\n"
188 " /* Blend phase colours */\n"
189 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
190 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
191 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
193 " /* Add gradient */\n"
194 " ambient -= sky_gradient * luminance(ambient);\n"
199 "vec3 clearskies_sky( vec3 ray_dir )\n"
201 " ray_dir.y = abs( ray_dir.y );\n"
202 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
205 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
206 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
207 " float sun_shape = pow( sun_size, 2000.0 );\n"
208 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
210 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
211 " sun_colour *= sun_shape;\n"
214 " float star = 0.0;\n"
215 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
217 " if( star_blend > 0.001 ){\n"
218 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
219 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
220 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
224 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
225 " return composite;\n"
228 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
230 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
232 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
233 " g_sunset_phase );\n"
235 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
236 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
237 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
238 " ) * g_sun_colour.rgb * g_day_phase;\n"
240 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
241 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
242 " g_sunset_phase );\n"
244 " return ambient + (light_sun + sky_reflection) * shadow;\n"
249 "float world_depth_sample( vec3 pos )\n"
251 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
252 " return texture( g_world_depth, depth_coord ).r;\n"
255 "float world_water_depth( vec3 pos )\n"
257 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
258 " return world_depth_sample( pos ) - ref_depth;\n"
261 "float shadow_sample( vec3 co ){\n"
262 " float height_sample = world_depth_sample( co );\n"
264 " float fdelta = height_sample - co.y;\n"
265 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
268 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
269 " if( g_shadow_samples == 0 ){\n"
273 " float fspread = g_shadow_spread;\n"
274 " float flength = g_shadow_length;\n"
276 " float famt = 0.0;\n"
277 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
278 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
279 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
280 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
282 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
283 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
284 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
285 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
287 " return 1.0 - famt;\n"
290 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
292 " vec3 specdir = reflect( -dir, wnormal );\n"
293 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
296 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
297 " float dist = pow(fdist*0.0010,0.78);\n"
298 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
301 "vec3 scene_calculate_light( int light_index, \n"
302 " vec3 halfview, vec3 co, vec3 normal )\n"
304 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
305 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
306 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
308 " vec3 light_delta = light_co.xyz-co;\n"
309 " float dist2 = dot(light_delta,light_delta);\n"
311 " light_delta = normalize( light_delta );\n"
313 " float quadratic = dist2*100.0;\n"
314 " float attenuation = 1.0/( 1.0 + quadratic );\n"
315 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
317 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
319 " if( light_dir.w < 0.999999 ){\n"
320 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
321 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
324 " return light_colour.rgb * attenuation * falloff \n"
325 " * step( g_day_phase, light_colour.w );\n"
328 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
329 " vec3 halfview, vec3 co, vec3 normal )\n"
331 " uint light_count = packed_index & 0x3u;\n"
333 " vec3 l = vec3(0.0);\n"
335 " if( light_count >= 1u ){\n"
336 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
337 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
338 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
340 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
342 " if( light_count >= 2u ){\n"
343 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
345 " if( light_count >= 3u ){\n"
346 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
354 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
355 " float light_mask )\n"
357 " if( g_light_preview == 1 )\n"
358 " diffuse = vec3(0.75);\n"
361 " vec3 halfview = uCamera - co;\n"
362 " float fdist = length(halfview);\n"
363 " halfview /= fdist;\n"
365 " float world_shadow = newlight_compute_sun_shadow( \n"
366 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
368 " vec3 total_light = clearskies_lighting( \n"
369 " normal, min( light_mask, world_shadow ), halfview );\n"
371 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
372 " cube_coord = floor( cube_coord );\n"
374 " if( g_debug_indices == 1 )\n"
376 " return rand33(cube_coord);\n"
379 " if( g_debug_complexity == 1 )\n"
381 " ivec3 coord = ivec3( cube_coord );\n"
382 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
384 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
385 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
388 " // FIXME: this coord should absolutely must be clamped!\n"
390 " ivec3 coord = ivec3( cube_coord );\n"
391 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
394 " scene_calculate_packed_light_patch( index_sample.x,\n"
395 " halfview, co, normal ) \n"
398 " scene_calculate_packed_light_patch( index_sample.y,\n"
399 " halfview, co, normal )\n"
402 " // Take a section of the sky function to give us a matching fog colour\n"
404 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
405 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
406 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
407 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
409 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
410 " sun_colour *= sun_shape;\n"
412 " fog_colour += sun_colour;\n"
413 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
418 "const float k_motion_lerp_amount = 0.01;\n"
422 "layout (location = 1) out vec2 oMotionVec;\n"
424 "in vec3 aMotionVec0;\n"
425 "in vec3 aMotionVec1;\n"
427 "void compute_motion_vectors()\n"
429 " // Write motion vectors\n"
430 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
431 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
433 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
438 "uniform sampler2D uTexSceneDepth;\n"
439 "uniform vec3 uInverseRatioDepth;\n"
440 "uniform vec3 uInverseRatioMain;\n"
441 "uniform bool uDepthCompare;\n"
443 "float linear_depth( float depth, float near, float far ) {\n"
444 " float z = depth * 2.0 - 1.0;\n"
445 " return (2.0 * near * far) / (far + near - z * (far - near)); \n"
448 "void depth_compare_dither(){\n"
449 " if( uDepthCompare ){\n"
450 " vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
451 " * uInverseRatioDepth.xy;\n"
452 " float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
453 " float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
455 " back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
456 " float diff = back_depth - front_depth;\n"
458 " vec2 ssuv = gl_FragCoord.xy;\n"
459 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
460 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
462 " if( step(0.0,diff)+dither<0.3 )\n"
469 "vec3 character_clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
471 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
473 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
474 " g_sunset_phase );\n"
477 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
478 " vec3 light_sun = max(0.0, dot(normal,g_sun_dir.xyz)*0.5+0.5) \n"
479 " * g_sun_colour.rgb * g_day_phase;\n"
481 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
482 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
483 " g_sunset_phase );\n"
485 " return ambient + (light_sun + sky_reflection) * shadow;\n"
488 "vec3 character_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
489 " float light_mask )\n"
491 " if( g_light_preview == 1 )\n"
492 " diffuse = vec3(0.75);\n"
495 " vec3 halfview = uCamera - co;\n"
496 " float fdist = length(halfview);\n"
497 " halfview /= fdist;\n"
499 " float world_shadow = newlight_compute_sun_shadow( \n"
500 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
502 " vec3 total_light = character_clearskies_lighting( \n"
503 " normal, min( light_mask, world_shadow ), halfview );\n"
505 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
506 " cube_coord = floor( cube_coord );\n"
508 " if( g_debug_indices == 1 )\n"
510 " return rand33(cube_coord);\n"
513 " if( g_debug_complexity == 1 )\n"
515 " ivec3 coord = ivec3( cube_coord );\n"
516 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
518 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
519 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
522 " // FIXME: this coord should absolutely must be clamped!\n"
524 " ivec3 coord = ivec3( cube_coord );\n"
525 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
528 " scene_calculate_packed_light_patch( index_sample.x,\n"
529 " halfview, co, normal ) \n"
532 " scene_calculate_packed_light_patch( index_sample.y,\n"
533 " halfview, co, normal )\n"
536 " // Take a section of the sky function to give us a matching fog colour\n"
538 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
539 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
540 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
541 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
543 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
544 " sun_colour *= sun_shape;\n"
546 " fog_colour += sun_colour;\n"
547 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
551 " depth_compare_dither();\n"
552 " compute_motion_vectors();\n"
554 " vec3 qnorm = aNorm;\n"
555 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
556 " vec3 composite = character_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
558 " float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
559 " float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
561 " oColour = vec4( composite, opacity );\n"
566 static GLuint _uniform_model_board_view_uMdl
;
567 static GLuint _uniform_model_board_view_uPv
;
568 static GLuint _uniform_model_board_view_uPvmPrev
;
569 static GLuint _uniform_model_board_view_uTexMain
;
570 static GLuint _uniform_model_board_view_uCamera
;
571 static GLuint _uniform_model_board_view_g_world_depth
;
572 static GLuint _uniform_model_board_view_uLightsArray
;
573 static GLuint _uniform_model_board_view_uLightsIndex
;
574 static GLuint _uniform_model_board_view_uTexSceneDepth
;
575 static GLuint _uniform_model_board_view_uInverseRatioDepth
;
576 static GLuint _uniform_model_board_view_uInverseRatioMain
;
577 static GLuint _uniform_model_board_view_uDepthCompare
;
578 static void shader_model_board_view_uMdl(m4x3f m
){
579 glUniformMatrix4x3fv(_uniform_model_board_view_uMdl
,1,GL_FALSE
,(float*)m
);
581 static void shader_model_board_view_uPv(m4x4f m
){
582 glUniformMatrix4fv(_uniform_model_board_view_uPv
,1,GL_FALSE
,(float*)m
);
584 static void shader_model_board_view_uPvmPrev(m4x4f m
){
585 glUniformMatrix4fv(_uniform_model_board_view_uPvmPrev
,1,GL_FALSE
,(float*)m
);
587 static void shader_model_board_view_uTexMain(int i
){
588 glUniform1i(_uniform_model_board_view_uTexMain
,i
);
590 static void shader_model_board_view_uCamera(v3f v
){
591 glUniform3fv(_uniform_model_board_view_uCamera
,1,v
);
593 static void shader_model_board_view_g_world_depth(int i
){
594 glUniform1i(_uniform_model_board_view_g_world_depth
,i
);
596 static void shader_model_board_view_uTexSceneDepth(int i
){
597 glUniform1i(_uniform_model_board_view_uTexSceneDepth
,i
);
599 static void shader_model_board_view_uInverseRatioDepth(v3f v
){
600 glUniform3fv(_uniform_model_board_view_uInverseRatioDepth
,1,v
);
602 static void shader_model_board_view_uInverseRatioMain(v3f v
){
603 glUniform3fv(_uniform_model_board_view_uInverseRatioMain
,1,v
);
605 static void shader_model_board_view_uDepthCompare(int b
){
606 glUniform1i(_uniform_model_board_view_uDepthCompare
,b
);
608 static void shader_model_board_view_register(void){
609 vg_shader_register( &_shader_model_board_view
);
611 static void shader_model_board_view_use(void){ glUseProgram(_shader_model_board_view
.id
); }
612 static void shader_model_board_view_link(void){
613 _uniform_model_board_view_uMdl
= glGetUniformLocation( _shader_model_board_view
.id
, "uMdl" );
614 _uniform_model_board_view_uPv
= glGetUniformLocation( _shader_model_board_view
.id
, "uPv" );
615 _uniform_model_board_view_uPvmPrev
= glGetUniformLocation( _shader_model_board_view
.id
, "uPvmPrev" );
616 _uniform_model_board_view_uTexMain
= glGetUniformLocation( _shader_model_board_view
.id
, "uTexMain" );
617 _uniform_model_board_view_uCamera
= glGetUniformLocation( _shader_model_board_view
.id
, "uCamera" );
618 _uniform_model_board_view_g_world_depth
= glGetUniformLocation( _shader_model_board_view
.id
, "g_world_depth" );
619 _uniform_model_board_view_uLightsArray
= glGetUniformLocation( _shader_model_board_view
.id
, "uLightsArray" );
620 _uniform_model_board_view_uLightsIndex
= glGetUniformLocation( _shader_model_board_view
.id
, "uLightsIndex" );
621 _uniform_model_board_view_uTexSceneDepth
= glGetUniformLocation( _shader_model_board_view
.id
, "uTexSceneDepth" );
622 _uniform_model_board_view_uInverseRatioDepth
= glGetUniformLocation( _shader_model_board_view
.id
, "uInverseRatioDepth" );
623 _uniform_model_board_view_uInverseRatioMain
= glGetUniformLocation( _shader_model_board_view
.id
, "uInverseRatioMain" );
624 _uniform_model_board_view_uDepthCompare
= glGetUniformLocation( _shader_model_board_view
.id
, "uDepthCompare" );
626 #endif /* SHADER_model_board_view_H */