workshop patch
[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 sampler2D uTexSceneDepth;\n"
79 "uniform vec3 uCamera;\n"
80 "uniform vec3 uInverseRatioDepth;\n"
81 "uniform vec3 uInverseRatioMain;\n"
82 "uniform bool uDepthCompare;\n"
83 "\n"
84 "in vec4 aColour;\n"
85 "in vec2 aUv;\n"
86 "in vec3 aNorm;\n"
87 "in vec3 aCo;\n"
88 "in vec3 aWorldCo;\n"
89 "\n"
90 "#line 1 1 \n"
91 "layout (location = 0) out vec4 oColour;\n"
92 "\n"
93 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
94 "layout (std140) uniform ub_world_lighting\n"
95 "{\n"
96 " vec4 g_cube_min;\n"
97 " vec4 g_cube_inv_range;\n"
98 "\n"
99 " vec4 g_water_plane;\n"
100 " vec4 g_depth_bounds;\n"
101 "\n"
102 " vec4 g_daysky_colour;\n"
103 " vec4 g_nightsky_colour;\n"
104 " vec4 g_sunset_colour;\n"
105 " vec4 g_ambient_colour;\n"
106 " vec4 g_sunset_ambient;\n"
107 " vec4 g_sun_colour;\n"
108 " vec4 g_sun_dir;\n"
109 " vec4 g_board_0;\n"
110 " vec4 g_board_1;\n"
111 "\n"
112 " float g_water_fog;\n"
113 " float g_time;\n"
114 " float g_realtime;\n"
115 " float g_shadow_length;\n"
116 " float g_shadow_spread;\n"
117 "\n"
118 " float g_time_of_day;\n"
119 " float g_day_phase;\n"
120 " float g_sunset_phase;\n"
121 "\n"
122 " int g_light_preview;\n"
123 " int g_shadow_samples;\n"
124 "\n"
125 " int g_debug_indices;\n"
126 " int g_debug_complexity;\n"
127 "};\n"
128 "\n"
129 "uniform sampler2D g_world_depth;\n"
130 "uniform samplerBuffer uLightsArray;\n"
131 "uniform usampler3D uLightsIndex;\n"
132 "\n"
133 "#line 1 1 \n"
134 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
135 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
136 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
137 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
138 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
139 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
140 "\n"
141 "const float SUN_ANGLE = 0.0001;\n"
142 "const float PI = 3.14159265;\n"
143 "\n"
144 "//struct world_info\n"
145 "//{\n"
146 "// float time,\n"
147 "// time_of_day,\n"
148 "// day_phase,\n"
149 "// sunset_phase;\n"
150 "// \n"
151 "// vec3 sun_dir;\n"
152 "//};\n"
153 "\n"
154 "float luminance( vec3 v )\n"
155 "{\n"
156 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
157 "}\n"
158 "\n"
159 "vec3 clearskies_ambient( vec3 dir )\n"
160 "{\n"
161 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
162 " float sky_gradient = dir.y;\n"
163 " \n"
164 " /* Blend phase colours */\n"
165 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
166 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
167 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
168 " \n"
169 " /* Add gradient */\n"
170 " ambient -= sky_gradient * luminance(ambient);\n"
171 " \n"
172 " return ambient;\n"
173 "}\n"
174 "\n"
175 "vec3 clearskies_sky( vec3 ray_dir )\n"
176 "{\n"
177 " ray_dir.y = abs( ray_dir.y );\n"
178 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
179 " \n"
180 " /* Sun */\n"
181 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
182 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
183 " float sun_shape = pow( sun_size, 2000.0 );\n"
184 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
185 " \n"
186 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
187 " sun_colour *= sun_shape;\n"
188 " \n"
189 " vec3 composite = sky_colour + sun_colour;\n"
190 " return composite;\n"
191 "}\n"
192 "\n"
193 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
194 "{\n"
195 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
196 "\n"
197 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
198 " g_sunset_phase );\n"
199 "\n"
200 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
201 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
202 " * g_sun_colour.rgb * g_day_phase;\n"
203 "\n"
204 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
205 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
206 " g_sunset_phase );\n"
207 "\n"
208 " return ambient + (light_sun + sky_reflection) * shadow;\n"
209 "}\n"
210 "\n"
211 "#line 44 0 \n"
212 "\n"
213 "float world_depth_sample( vec3 pos )\n"
214 "{\n"
215 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
216 " return texture( g_world_depth, depth_coord ).r;\n"
217 "}\n"
218 "\n"
219 "float world_water_depth( vec3 pos )\n"
220 "{\n"
221 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
222 " return world_depth_sample( pos ) - ref_depth;\n"
223 "}\n"
224 "\n"
225 "float shadow_sample( vec3 vdir )\n"
226 "{\n"
227 " vec3 sample_pos = aWorldCo + vdir;\n"
228 " float height_sample = world_depth_sample( sample_pos );\n"
229 "\n"
230 " float fdelta = height_sample - sample_pos.y;\n"
231 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
232 "}\n"
233 "\n"
234 "float newlight_compute_sun_shadow( vec3 dir )\n"
235 "{\n"
236 " if( g_shadow_samples == 0 )\n"
237 " {\n"
238 " return 1.0;\n"
239 " }\n"
240 "\n"
241 " float fspread = g_shadow_spread;\n"
242 " float flength = g_shadow_length;\n"
243 "\n"
244 " float famt = 0.0;\n"
245 " famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
246 " famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
247 " famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
248 " famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
249 "\n"
250 " //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
251 " //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
252 " //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
253 " //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
254 "\n"
255 " return 1.0 - famt;\n"
256 "}\n"
257 "\n"
258 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
259 "{\n"
260 " vec3 specdir = reflect( -dir, wnormal );\n"
261 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
262 "}\n"
263 "\n"
264 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
265 "{\n"
266 " float dist = pow(fdist*0.0010,0.78);\n"
267 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
268 "}\n"
269 "\n"
270 "vec3 rand33(vec3 p3)\n"
271 "{\n"
272 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
273 " p3 += dot(p3, p3.yxz+33.33);\n"
274 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
275 "}\n"
276 "\n"
277 "vec3 scene_calculate_light( int light_index, \n"
278 " vec3 halfview, vec3 co, vec3 normal )\n"
279 "{\n"
280 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
281 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
282 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
283 "\n"
284 " vec3 light_delta = light_co.xyz-co;\n"
285 " float dist2 = dot(light_delta,light_delta);\n"
286 "\n"
287 " light_delta = normalize( light_delta );\n"
288 "\n"
289 " float quadratic = dist2*100.0;\n"
290 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
291 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
292 "\n"
293 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
294 "\n"
295 " if( light_dir.w < 0.999999 ){\n"
296 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
297 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
298 " }\n"
299 "\n"
300 " return light_colour.rgb * attenuation * falloff \n"
301 " * step( g_day_phase, light_colour.w );\n"
302 "}\n"
303 "\n"
304 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
305 " vec3 halfview, vec3 co, vec3 normal )\n"
306 "{\n"
307 " uint light_count = packed_index & 0x3u;\n"
308 "\n"
309 " vec3 l = vec3(0.0);\n"
310 "\n"
311 " if( light_count >= 1u ){\n"
312 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
313 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
314 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
315 "\n"
316 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
317 "\n"
318 " if( light_count >= 2u ){\n"
319 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
320 "\n"
321 " if( light_count >= 3u ){\n"
322 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
323 " }\n"
324 " }\n"
325 " }\n"
326 "\n"
327 " return l;\n"
328 "}\n"
329 "\n"
330 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
331 " float light_mask )\n"
332 "{\n"
333 " if( g_light_preview == 1 )\n"
334 " diffuse = vec3(0.75);\n"
335 "\n"
336 " // Lighting\n"
337 " vec3 halfview = uCamera - co;\n"
338 " float fdist = length(halfview);\n"
339 " halfview /= fdist;\n"
340 "\n"
341 " float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
342 " * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
343 "\n"
344 " vec3 total_light = clearskies_lighting( \n"
345 " normal, min( light_mask, world_shadow ), halfview );\n"
346 "\n"
347 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
348 " cube_coord = floor( cube_coord );\n"
349 "\n"
350 " if( g_debug_indices == 1 )\n"
351 " {\n"
352 " return rand33(cube_coord);\n"
353 " }\n"
354 "\n"
355 " if( g_debug_complexity == 1 )\n"
356 " {\n"
357 " ivec3 coord = ivec3( cube_coord );\n"
358 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
359 "\n"
360 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
361 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
362 " }\n"
363 "\n"
364 " // FIXME: this coord should absolutely must be clamped!\n"
365 " \n"
366 " ivec3 coord = ivec3( cube_coord );\n"
367 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
368 "\n"
369 " total_light += \n"
370 " scene_calculate_packed_light_patch( index_sample.x,\n"
371 " halfview, co, normal ) \n"
372 " * light_mask;\n"
373 " total_light += \n"
374 " scene_calculate_packed_light_patch( index_sample.y,\n"
375 " halfview, co, normal )\n"
376 " * light_mask;\n"
377 "\n"
378 " // Take a section of the sky function to give us a matching fog colour\n"
379 "\n"
380 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
381 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
382 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
383 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
384 " \n"
385 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
386 " sun_colour *= sun_shape;\n"
387 "\n"
388 " fog_colour += sun_colour;\n"
389 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
390 "}\n"
391 "\n"
392 "#line 15 0 \n"
393 "#line 1 2 \n"
394 "const float k_motion_lerp_amount = 0.01;\n"
395 "\n"
396 "#line 2 0 \n"
397 "\n"
398 "layout (location = 1) out vec2 oMotionVec;\n"
399 "\n"
400 "in vec3 aMotionVec0;\n"
401 "in vec3 aMotionVec1;\n"
402 "\n"
403 "void compute_motion_vectors()\n"
404 "{\n"
405 " // Write motion vectors\n"
406 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
407 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
408 "\n"
409 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
410 "}\n"
411 "\n"
412 "#line 16 0 \n"
413 "\n"
414 "float linear_depth( float depth, float near, float far ) \n"
415 "{\n"
416 " float z = depth * 2.0 - 1.0;\n"
417 " return (2.0 * near * far) / (far + near - z * (far - near)); \n"
418 "}\n"
419 "\n"
420 "void main()\n"
421 "{\n"
422 " compute_motion_vectors();\n"
423 "\n"
424 " vec3 qnorm = aNorm;\n"
425 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
426 " vec3 composite = world_compute_lighting( diffuse, qnorm, aWorldCo, 1.0 );\n"
427 "\n"
428 " float dist = distance( aWorldCo, uCamera ) - 0.08;\n"
429 " float opacity = clamp( dist*dist, 0.0, 1.0 );\n"
430 "\n"
431 " if( uDepthCompare ){\n"
432 " vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n"
433 " * uInverseRatioDepth.xy;\n"
434 " float back_depth = texture( uTexSceneDepth, back_coord ).r;\n"
435 " float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n"
436 "\n"
437 " back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n"
438 " float diff = back_depth - front_depth;\n"
439 "\n"
440 " vec2 ssuv = gl_FragCoord.xy;\n"
441 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
442 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
443 "\n"
444 " if( step(0.0,diff)+dither<0.3 )\n"
445 " discard;\n"
446 " }\n"
447 "\n"
448 " oColour = vec4( composite, opacity );\n"
449 "}\n"
450 ""},
451 };
452
453 static GLuint _uniform_model_character_view_uPv;
454 static GLuint _uniform_model_character_view_uTransforms;
455 static GLuint _uniform_model_character_view_uTexMain;
456 static GLuint _uniform_model_character_view_uTexSceneDepth;
457 static GLuint _uniform_model_character_view_uCamera;
458 static GLuint _uniform_model_character_view_uInverseRatioDepth;
459 static GLuint _uniform_model_character_view_uInverseRatioMain;
460 static GLuint _uniform_model_character_view_uDepthCompare;
461 static GLuint _uniform_model_character_view_g_world_depth;
462 static GLuint _uniform_model_character_view_uLightsArray;
463 static GLuint _uniform_model_character_view_uLightsIndex;
464 static void shader_model_character_view_uPv(m4x4f m){
465 glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(float*)m);
466 }
467 static void shader_model_character_view_uTexMain(int i){
468 glUniform1i(_uniform_model_character_view_uTexMain,i);
469 }
470 static void shader_model_character_view_uTexSceneDepth(int i){
471 glUniform1i(_uniform_model_character_view_uTexSceneDepth,i);
472 }
473 static void shader_model_character_view_uCamera(v3f v){
474 glUniform3fv(_uniform_model_character_view_uCamera,1,v);
475 }
476 static void shader_model_character_view_uInverseRatioDepth(v3f v){
477 glUniform3fv(_uniform_model_character_view_uInverseRatioDepth,1,v);
478 }
479 static void shader_model_character_view_uInverseRatioMain(v3f v){
480 glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
481 }
482 static void shader_model_character_view_uDepthCompare(int b){
483 glUniform1f(_uniform_model_character_view_uDepthCompare,b);
484 }
485 static void shader_model_character_view_g_world_depth(int i){
486 glUniform1i(_uniform_model_character_view_g_world_depth,i);
487 }
488 static void shader_model_character_view_register(void){
489 vg_shader_register( &_shader_model_character_view );
490 }
491 static void shader_model_character_view_use(void){ glUseProgram(_shader_model_character_view.id); }
492 static void shader_model_character_view_link(void){
493 _uniform_model_character_view_uPv = glGetUniformLocation( _shader_model_character_view.id, "uPv" );
494 _uniform_model_character_view_uTransforms = glGetUniformLocation( _shader_model_character_view.id, "uTransforms" );
495 _uniform_model_character_view_uTexMain = glGetUniformLocation( _shader_model_character_view.id, "uTexMain" );
496 _uniform_model_character_view_uTexSceneDepth = glGetUniformLocation( _shader_model_character_view.id, "uTexSceneDepth" );
497 _uniform_model_character_view_uCamera = glGetUniformLocation( _shader_model_character_view.id, "uCamera" );
498 _uniform_model_character_view_uInverseRatioDepth = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioDepth" );
499 _uniform_model_character_view_uInverseRatioMain = glGetUniformLocation( _shader_model_character_view.id, "uInverseRatioMain" );
500 _uniform_model_character_view_uDepthCompare = glGetUniformLocation( _shader_model_character_view.id, "uDepthCompare" );
501 _uniform_model_character_view_g_world_depth = glGetUniformLocation( _shader_model_character_view.id, "g_world_depth" );
502 _uniform_model_character_view_uLightsArray = glGetUniformLocation( _shader_model_character_view.id, "uLightsArray" );
503 _uniform_model_character_view_uLightsIndex = glGetUniformLocation( _shader_model_character_view.id, "uLightsIndex" );
504 }
505 #endif /* SHADER_model_character_view_H */