proxy models
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.h
1 #ifndef SHADER_model_character_view_H
2 #define SHADER_model_character_view_H
3 static void shader_model_character_view_link(void);
4 static void shader_model_character_view_register(void);
5 static struct vg_shader _shader_model_character_view = {
6 .name = "model_character_view",
7 .link = shader_model_character_view_link,
8 .vs =
9 {
10 .orig_file = "shaders/model_skinned.vs",
11 .static_src =
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"
18 "\n"
19 "#line 1 1 \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 9 0 \n"
38 "\n"
39 "uniform mat4 uPv;\n"
40 "uniform mat4x3 uTransforms[32];\n"
41 "\n"
42 "out vec4 aColour;\n"
43 "out vec2 aUv;\n"
44 "out vec3 aNorm;\n"
45 "out vec3 aCo;\n"
46 "out vec3 aWorldCo;\n"
47 "\n"
48 "void main()\n"
49 "{\n"
50 " vec4 co_local = vec4( a_co, 1.0 );\n"
51 " vec3 co0 = uTransforms[ a_groups[0] ] * co_local;\n"
52 " vec3 co1 = uTransforms[ a_groups[1] ] * co_local;\n"
53 " vec3 co2 = uTransforms[ a_groups[2] ] * co_local;\n"
54 " vec3 n0 = mat3(uTransforms[ a_groups[0] ]) * a_norm;\n"
55 " vec3 n1 = mat3(uTransforms[ a_groups[1] ]) * a_norm;\n"
56 " vec3 n2 = mat3(uTransforms[ a_groups[2] ]) * a_norm;\n"
57 "\n"
58 " vec3 world_pos = co0*a_weights[0] + co1*a_weights[1] + co2*a_weights[2];\n"
59 " vec3 world_normal = n0*a_weights[0] + n1*a_weights[1] + n2*a_weights[2];\n"
60 " \n"
61 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
62 " aColour = a_colour;\n"
63 " aUv = a_uv;\n"
64 " aNorm = world_normal;\n"
65 " aCo = a_co;\n"
66 " aWorldCo = world_pos;\n"
67 "\n"
68 " // TODO: motion vectors\n"
69 " aMotionVec0 = vec3(1.0);\n"
70 " aMotionVec1 = vec3(1.0);\n"
71 "}\n"
72 ""},
73 .fs =
74 {
75 .orig_file = "shaders/model_character_view.fs",
76 .static_src =
77 "uniform sampler2D uTexMain;\n"
78 "uniform vec3 uCamera;\n"
79 "\n"
80 "in vec4 aColour;\n"
81 "in vec2 aUv;\n"
82 "in vec3 aNorm;\n"
83 "in vec3 aCo;\n"
84 "in vec3 aWorldCo;\n"
85 "\n"
86 "#line 1 1 \n"
87 "layout (location = 0) out vec4 oColour;\n"
88 "\n"
89 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
90 "layout (std140) uniform ub_world_lighting\n"
91 "{\n"
92 " vec4 g_cube_min;\n"
93 " vec4 g_cube_inv_range;\n"
94 "\n"
95 " vec4 g_water_plane;\n"
96 " vec4 g_depth_bounds;\n"
97 "\n"
98 " vec4 g_daysky_colour;\n"
99 " vec4 g_nightsky_colour;\n"
100 " vec4 g_sunset_colour;\n"
101 " vec4 g_ambient_colour;\n"
102 " vec4 g_sunset_ambient;\n"
103 " vec4 g_sun_colour;\n"
104 " vec4 g_sun_dir;\n"
105 " vec4 g_board_0;\n"
106 " vec4 g_board_1;\n"
107 "\n"
108 " float g_water_fog;\n"
109 " float g_time;\n"
110 " float g_realtime;\n"
111 " float g_shadow_length;\n"
112 " float g_shadow_spread;\n"
113 "\n"
114 " float g_time_of_day;\n"
115 " float g_day_phase;\n"
116 " float g_sunset_phase;\n"
117 "\n"
118 " int g_light_preview;\n"
119 " int g_shadow_samples;\n"
120 "\n"
121 " int g_debug_indices;\n"
122 " int g_debug_complexity;\n"
123 "};\n"
124 "\n"
125 "uniform sampler2D g_world_depth;\n"
126 "uniform samplerBuffer uLightsArray;\n"
127 "uniform usampler3D uLightsIndex;\n"
128 "\n"
129 "#line 1 1 \n"
130 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
131 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
132 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
133 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
134 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
135 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
136 "\n"
137 "const float SUN_ANGLE = 0.0001;\n"
138 "const float PI = 3.14159265358979323846264;\n"
139 "\n"
140 "//struct world_info\n"
141 "//{\n"
142 "// float time,\n"
143 "// time_of_day,\n"
144 "// day_phase,\n"
145 "// sunset_phase;\n"
146 "// \n"
147 "// vec3 sun_dir;\n"
148 "//};\n"
149 "\n"
150 "vec3 rand33(vec3 p3)\n"
151 "{\n"
152 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
153 " p3 += dot(p3, p3.yxz+33.33);\n"
154 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
155 "}\n"
156 "\n"
157 "float stars( vec3 rd, float rr, float size ){\n"
158 " vec3 co = rd * rr;\n"
159 "\n"
160 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
161 "\n"
162 " float spaces = 1.0 / rr;\n"
163 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
164 " a -= mod(a, spaces) - spaces * 0.5;\n"
165 "\n"
166 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
167 " \n"
168 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
169 " plane = plane - mod(plane, PI / count);\n"
170 "\n"
171 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
172 "\n"
173 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
174 " float ydist = sqrt(rr * rr - level * level);\n"
175 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
176 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
177 " float star = smoothstep(size, 0.0, distance(center, co));\n"
178 " return star;\n"
179 "}\n"
180 "\n"
181 "float luminance( vec3 v )\n"
182 "{\n"
183 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
184 "}\n"
185 "\n"
186 "vec3 clearskies_ambient( vec3 dir )\n"
187 "{\n"
188 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
189 " float sky_gradient = dir.y;\n"
190 " \n"
191 " /* Blend phase colours */\n"
192 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
193 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
194 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
195 " \n"
196 " /* Add gradient */\n"
197 " ambient -= sky_gradient * luminance(ambient);\n"
198 " \n"
199 " return ambient;\n"
200 "}\n"
201 "\n"
202 "vec3 clearskies_sky( vec3 ray_dir )\n"
203 "{\n"
204 " ray_dir.y = abs( ray_dir.y );\n"
205 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
206 " \n"
207 " /* Sun */\n"
208 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
209 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
210 " float sun_shape = pow( sun_size, 2000.0 );\n"
211 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
212 " \n"
213 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
214 " sun_colour *= sun_shape;\n"
215 "\n"
216 " \n"
217 " float star = 0.0;\n"
218 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
219 "\n"
220 " if( star_blend > 0.001 ){\n"
221 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
222 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
223 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
224 " }\n"
225 " }\n"
226 " \n"
227 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
228 " return composite;\n"
229 "}\n"
230 "\n"
231 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
232 "{\n"
233 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
234 "\n"
235 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
236 " g_sunset_phase );\n"
237 "\n"
238 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
239 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
240 " * g_sun_colour.rgb * g_day_phase;\n"
241 "\n"
242 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
243 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
244 " g_sunset_phase );\n"
245 "\n"
246 " return ambient + (light_sun + sky_reflection) * shadow;\n"
247 "}\n"
248 "\n"
249 "#line 44 0 \n"
250 "\n"
251 "float world_depth_sample( vec3 pos )\n"
252 "{\n"
253 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
254 " return texture( g_world_depth, depth_coord ).r;\n"
255 "}\n"
256 "\n"
257 "float world_water_depth( vec3 pos )\n"
258 "{\n"
259 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
260 " return world_depth_sample( pos ) - ref_depth;\n"
261 "}\n"
262 "\n"
263 "float shadow_sample( vec3 co ){\n"
264 " float height_sample = world_depth_sample( co );\n"
265 "\n"
266 " float fdelta = height_sample - co.y;\n"
267 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
268 "}\n"
269 "\n"
270 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
271 " if( g_shadow_samples == 0 ){\n"
272 " return 1.0;\n"
273 " }\n"
274 "\n"
275 " float fspread = g_shadow_spread;\n"
276 " float flength = g_shadow_length;\n"
277 "\n"
278 " float famt = 0.0;\n"
279 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
280 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
281 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
282 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
283 "\n"
284 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
285 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
286 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
287 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
288 "\n"
289 " return 1.0 - famt;\n"
290 "}\n"
291 "\n"
292 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
293 "{\n"
294 " vec3 specdir = reflect( -dir, wnormal );\n"
295 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
296 "}\n"
297 "\n"
298 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
299 " float dist = pow(fdist*0.0010,0.78);\n"
300 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
301 "}\n"
302 "\n"
303 "vec3 scene_calculate_light( int light_index, \n"
304 " vec3 halfview, vec3 co, vec3 normal )\n"
305 "{\n"
306 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
307 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
308 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
309 "\n"
310 " vec3 light_delta = light_co.xyz-co;\n"
311 " float dist2 = dot(light_delta,light_delta);\n"
312 "\n"
313 " light_delta = normalize( light_delta );\n"
314 "\n"
315 " float quadratic = dist2*100.0;\n"
316 " float attenuation = 1.0/( 1.0 + quadratic );\n"
317 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
318 "\n"
319 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
320 "\n"
321 " if( light_dir.w < 0.999999 ){\n"
322 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
323 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
324 " }\n"
325 "\n"
326 " return light_colour.rgb * attenuation * falloff \n"
327 " * step( g_day_phase, light_colour.w );\n"
328 "}\n"
329 "\n"
330 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
331 " vec3 halfview, vec3 co, vec3 normal )\n"
332 "{\n"
333 " uint light_count = packed_index & 0x3u;\n"
334 "\n"
335 " vec3 l = vec3(0.0);\n"
336 "\n"
337 " if( light_count >= 1u ){\n"
338 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
339 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
340 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
341 "\n"
342 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
343 "\n"
344 " if( light_count >= 2u ){\n"
345 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
346 "\n"
347 " if( light_count >= 3u ){\n"
348 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
349 " }\n"
350 " }\n"
351 " }\n"
352 "\n"
353 " return l;\n"
354 "}\n"
355 "\n"
356 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
357 " float light_mask )\n"
358 "{\n"
359 " if( g_light_preview == 1 )\n"
360 " diffuse = vec3(0.75);\n"
361 "\n"
362 " // Lighting\n"
363 " vec3 halfview = uCamera - co;\n"
364 " float fdist = length(halfview);\n"
365 " halfview /= fdist;\n"
366 "\n"
367 " float world_shadow = newlight_compute_sun_shadow( \n"
368 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
369 "\n"
370 " vec3 total_light = clearskies_lighting( \n"
371 " normal, min( light_mask, world_shadow ), halfview );\n"
372 "\n"
373 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
374 " cube_coord = floor( cube_coord );\n"
375 "\n"
376 " if( g_debug_indices == 1 )\n"
377 " {\n"
378 " return rand33(cube_coord);\n"
379 " }\n"
380 "\n"
381 " if( g_debug_complexity == 1 )\n"
382 " {\n"
383 " ivec3 coord = ivec3( cube_coord );\n"
384 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
385 "\n"
386 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
387 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
388 " }\n"
389 "\n"
390 " // FIXME: this coord should absolutely must be clamped!\n"
391 " \n"
392 " ivec3 coord = ivec3( cube_coord );\n"
393 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
394 "\n"
395 " total_light += \n"
396 " scene_calculate_packed_light_patch( index_sample.x,\n"
397 " halfview, co, normal ) \n"
398 " * light_mask;\n"
399 " total_light += \n"
400 " scene_calculate_packed_light_patch( index_sample.y,\n"
401 " halfview, co, normal )\n"
402 " * light_mask;\n"
403 "\n"
404 " // Take a section of the sky function to give us a matching fog colour\n"
405 "\n"
406 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
407 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
408 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
409 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
410 " \n"
411 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
412 " sun_colour *= sun_shape;\n"
413 "\n"
414 " fog_colour += sun_colour;\n"
415 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
416 "}\n"
417 "\n"
418 "#line 11 0 \n"
419 "#line 1 2 \n"
420 "const float k_motion_lerp_amount = 0.01;\n"
421 "\n"
422 "#line 2 0 \n"
423 "\n"
424 "layout (location = 1) out vec2 oMotionVec;\n"
425 "\n"
426 "in vec3 aMotionVec0;\n"
427 "in vec3 aMotionVec1;\n"
428 "\n"
429 "void compute_motion_vectors()\n"
430 "{\n"
431 " // Write motion vectors\n"
432 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
433 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
434 "\n"
435 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
436 "}\n"
437 "\n"
438 "#line 12 0 \n"
439 "#line 1 3 \n"
440 "uniform sampler2D uTexSceneDepth;\n"
441 "uniform vec3 uInverseRatioDepth;\n"
442 "uniform vec3 uInverseRatioMain;\n"
443 "uniform bool uDepthCompare;\n"
444 "\n"
445 "float linear_depth( float depth, float near, float far ) {\n"
446 " float z = depth * 2.0 - 1.0;\n"
447 " return (2.0 * near * far) / (far + near - z * (far - near)); \n"
448 "}\n"
449 "\n"
450 "void depth_compare_dither(){\n"
451 " if( uDepthCompare ){\n"
452 " vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
453 " * uInverseRatioDepth.xy;\n"
454 " float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
455 " float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
456 "\n"
457 " back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
458 " float diff = back_depth - front_depth;\n"
459 "\n"
460 " vec2 ssuv = gl_FragCoord.xy;\n"
461 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
462 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
463 "\n"
464 " if( step(0.0,diff)+dither<0.3 )\n"
465 " discard;\n"
466 " }\n"
467 "}\n"
468 "\n"
469 "#line 13 0 \n"
470 "\n"
471 "void main(){\n"
472 " depth_compare_dither();\n"
473 " compute_motion_vectors();\n"
474 "\n"
475 " vec3 qnorm = aNorm;\n"
476 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
477 " vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
478 "\n"
479 " float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
480 " float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
481 "\n"
482 " oColour = vec4( composite, opacity );\n"
483 "}\n"
484 ""},
485 };
486
487 static GLuint _uniform_model_character_view_uPv;
488 static GLuint _uniform_model_character_view_uTransforms;
489 static GLuint _uniform_model_character_view_uTexMain;
490 static GLuint _uniform_model_character_view_uCamera;
491 static GLuint _uniform_model_character_view_g_world_depth;
492 static GLuint _uniform_model_character_view_uLightsArray;
493 static GLuint _uniform_model_character_view_uLightsIndex;
494 static GLuint _uniform_model_character_view_uTexSceneDepth;
495 static GLuint _uniform_model_character_view_uInverseRatioDepth;
496 static GLuint _uniform_model_character_view_uInverseRatioMain;
497 static GLuint _uniform_model_character_view_uDepthCompare;
498 static void shader_model_character_view_uPv(m4x4f m){
499 glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(float*)m);
500 }
501 static void shader_model_character_view_uTexMain(int i){
502 glUniform1i(_uniform_model_character_view_uTexMain,i);
503 }
504 static void shader_model_character_view_uCamera(v3f v){
505 glUniform3fv(_uniform_model_character_view_uCamera,1,v);
506 }
507 static void shader_model_character_view_g_world_depth(int i){
508 glUniform1i(_uniform_model_character_view_g_world_depth,i);
509 }
510 static void shader_model_character_view_uTexSceneDepth(int i){
511 glUniform1i(_uniform_model_character_view_uTexSceneDepth,i);
512 }
513 static void shader_model_character_view_uInverseRatioDepth(v3f v){
514 glUniform3fv(_uniform_model_character_view_uInverseRatioDepth,1,v);
515 }
516 static void shader_model_character_view_uInverseRatioMain(v3f v){
517 glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
518 }
519 static void shader_model_character_view_uDepthCompare(int b){
520 glUniform1i(_uniform_model_character_view_uDepthCompare,b);
521 }
522 static void shader_model_character_view_register(void){
523 vg_shader_register( &_shader_model_character_view );
524 }
525 static void shader_model_character_view_use(void){ glUseProgram(_shader_model_character_view.id); }
526 static void shader_model_character_view_link(void){
527 _uniform_model_character_view_uPv = glGetUniformLocation( _shader_model_character_view.id, "uPv" );
528 _uniform_model_character_view_uTransforms = glGetUniformLocation( _shader_model_character_view.id, "uTransforms" );
529 _uniform_model_character_view_uTexMain = glGetUniformLocation( _shader_model_character_view.id, "uTexMain" );
530 _uniform_model_character_view_uCamera = glGetUniformLocation( _shader_model_character_view.id, "uCamera" );
531 _uniform_model_character_view_g_world_depth = glGetUniformLocation( _shader_model_character_view.id, "g_world_depth" );
532 _uniform_model_character_view_uLightsArray = glGetUniformLocation( _shader_model_character_view.id, "uLightsArray" );
533 _uniform_model_character_view_uLightsIndex = glGetUniformLocation( _shader_model_character_view.id, "uLightsIndex" );
534 _uniform_model_character_view_uTexSceneDepth = glGetUniformLocation( _shader_model_character_view.id, "uTexSceneDepth" );
535 _uniform_model_character_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioDepth" );
536 _uniform_model_character_view_uInverseRatioMain = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioMain" );
537 _uniform_model_character_view_uDepthCompare = glGetUniformLocation( _shader_model_character_view.id, "uDepthCompare" );
538 }
539 #endif /* SHADER_model_character_view_H */