DonkeyKong64 grind crash
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_menu.h
1 #ifndef SHADER_model_menu_H
2 #define SHADER_model_menu_H
3 static void shader_model_menu_link(void);
4 static void shader_model_menu_register(void);
5 static struct vg_shader _shader_model_menu = {
6 .name = "model_menu",
7 .link = shader_model_menu_link,
8 .vs =
9 {
10 .orig_file = "shaders/model.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 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 .orig_file = "shaders/model_menu.fs",
68 .static_src =
69 "out vec4 FragColor;\n"
70 "\n"
71 "uniform sampler2D uTexMain;\n"
72 "uniform vec4 uColour;\n"
73 "\n"
74 "in vec4 aColour;\n"
75 "in vec2 aUv;\n"
76 "in vec3 aNorm;\n"
77 "in vec3 aCo;\n"
78 "\n"
79 "void main()\n"
80 "{\n"
81 " vec4 diffuse = texture( uTexMain, aUv );\n"
82 "\n"
83 " if( diffuse.a < 0.5 )\n"
84 " discard;\n"
85 "\n"
86 " FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
87 "}\n"
88 ""},
89 };
90
91 static GLuint _uniform_model_menu_uMdl;
92 static GLuint _uniform_model_menu_uPv;
93 static GLuint _uniform_model_menu_uPvmPrev;
94 static GLuint _uniform_model_menu_uTexMain;
95 static GLuint _uniform_model_menu_uColour;
96 static void shader_model_menu_uMdl(m4x3f m){
97 glUniformMatrix4x3fv(_uniform_model_menu_uMdl,1,GL_FALSE,(float*)m);
98 }
99 static void shader_model_menu_uPv(m4x4f m){
100 glUniformMatrix4fv(_uniform_model_menu_uPv,1,GL_FALSE,(float*)m);
101 }
102 static void shader_model_menu_uPvmPrev(m4x4f m){
103 glUniformMatrix4fv(_uniform_model_menu_uPvmPrev,1,GL_FALSE,(float*)m);
104 }
105 static void shader_model_menu_uTexMain(int i){
106 glUniform1i(_uniform_model_menu_uTexMain,i);
107 }
108 static void shader_model_menu_uColour(v4f v){
109 glUniform4fv(_uniform_model_menu_uColour,1,v);
110 }
111 static void shader_model_menu_register(void){
112 vg_shader_register( &_shader_model_menu );
113 }
114 static void shader_model_menu_use(void){ glUseProgram(_shader_model_menu.id); }
115 static void shader_model_menu_link(void){
116 _uniform_model_menu_uMdl = glGetUniformLocation( _shader_model_menu.id, "uMdl" );
117 _uniform_model_menu_uPv = glGetUniformLocation( _shader_model_menu.id, "uPv" );
118 _uniform_model_menu_uPvmPrev = glGetUniformLocation( _shader_model_menu.id, "uPvmPrev" );
119 _uniform_model_menu_uTexMain = glGetUniformLocation( _shader_model_menu.id, "uTexMain" );
120 _uniform_model_menu_uColour = glGetUniformLocation( _shader_model_menu.id, "uColour" );
121 }
122 #endif /* SHADER_model_menu_H */