fuckin hell
[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 .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 1 1 \n"
19 "const float k_motion_lerp_amount = 0.01;\n"
20 "\n"
21 "#line 2 0 \n"
22 "\n"
23 "out vec3 aMotionVec0;\n"
24 "out vec3 aMotionVec1;\n"
25 "\n"
26 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
27 "{\n"
28 " // This magically solves some artifacting errors!\n"
29 " //\n"
30 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
31 "\n"
32 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
33 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
34 "}\n"
35 "\n"
36 "#line 9 0 \n"
37 "\n"
38 "uniform mat4x3 uMdl;\n"
39 "uniform mat4 uPv;\n"
40 "uniform mat4 uPvmPrev;\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 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
51 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
52 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
53 "\n"
54 " vs_motion_out( vproj0, vproj1 );\n"
55 "\n"
56 " gl_Position = vproj0;\n"
57 " aWorldCo = world_pos0;\n"
58 " aColour = a_colour;\n"
59 " aUv = a_uv;\n"
60 " aNorm = mat3(uMdl) * a_norm;\n"
61 " aCo = a_co;\n"
62 "}\n"
63 ""},
64 .fs =
65 {
66 .static_src =
67 "out vec4 FragColor;\n"
68 "\n"
69 "uniform sampler2D uTexMain;\n"
70 "uniform vec4 uColour;\n"
71 "\n"
72 "in vec4 aColour;\n"
73 "in vec2 aUv;\n"
74 "in vec3 aNorm;\n"
75 "in vec3 aCo;\n"
76 "\n"
77 "void main()\n"
78 "{\n"
79 " vec4 diffuse = texture( uTexMain, aUv );\n"
80 "\n"
81 " if( diffuse.a < 0.5 )\n"
82 " discard;\n"
83 "\n"
84 " FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
85 "}\n"
86 ""},
87 };
88
89 static GLuint _uniform_model_menu_uMdl;
90 static GLuint _uniform_model_menu_uPv;
91 static GLuint _uniform_model_menu_uPvmPrev;
92 static GLuint _uniform_model_menu_uTexMain;
93 static GLuint _uniform_model_menu_uColour;
94 static void shader_model_menu_uMdl(m4x3f m){
95 glUniformMatrix4x3fv(_uniform_model_menu_uMdl,1,GL_FALSE,(float*)m);
96 }
97 static void shader_model_menu_uPv(m4x4f m){
98 glUniformMatrix4fv(_uniform_model_menu_uPv,1,GL_FALSE,(float*)m);
99 }
100 static void shader_model_menu_uPvmPrev(m4x4f m){
101 glUniformMatrix4fv(_uniform_model_menu_uPvmPrev,1,GL_FALSE,(float*)m);
102 }
103 static void shader_model_menu_uTexMain(int i){
104 glUniform1i(_uniform_model_menu_uTexMain,i);
105 }
106 static void shader_model_menu_uColour(v4f v){
107 glUniform4fv(_uniform_model_menu_uColour,1,v);
108 }
109 static void shader_model_menu_register(void){
110 vg_shader_register( &_shader_model_menu );
111 }
112 static void shader_model_menu_use(void){ glUseProgram(_shader_model_menu.id); }
113 static void shader_model_menu_link(void){
114 _uniform_model_menu_uMdl = glGetUniformLocation( _shader_model_menu.id, "uMdl" );
115 _uniform_model_menu_uPv = glGetUniformLocation( _shader_model_menu.id, "uPv" );
116 _uniform_model_menu_uPvmPrev = glGetUniformLocation( _shader_model_menu.id, "uPvmPrev" );
117 _uniform_model_menu_uTexMain = glGetUniformLocation( _shader_model_menu.id, "uTexMain" );
118 _uniform_model_menu_uColour = glGetUniformLocation( _shader_model_menu.id, "uColour" );
119 }
120 #endif /* SHADER_model_menu_H */