change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_sky.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_model_sky;
4 extern GLuint _uniform_model_sky_uMdl;
5 extern GLuint _uniform_model_sky_uPv;
6 extern GLuint _uniform_model_sky_uPvmPrev;
7 extern GLuint _uniform_model_sky_uTexGarbage;
8 extern GLuint _uniform_model_sky_g_world_depth;
9 extern GLuint _uniform_model_sky_uLightsArray;
10 extern GLuint _uniform_model_sky_uLightsIndex;
11 static inline void shader_model_sky_uMdl(m4x3f m)
12 {
13 glUniformMatrix4x3fv(_uniform_model_sky_uMdl,1,GL_FALSE,(f32*)m);
14 }
15 static inline void shader_model_sky_uPv(m4x4f m)
16 {
17 glUniformMatrix4fv(_uniform_model_sky_uPv,1,GL_FALSE,(f32*)m);
18 }
19 static inline void shader_model_sky_uPvmPrev(m4x4f m)
20 {
21 glUniformMatrix4fv(_uniform_model_sky_uPvmPrev,1,GL_FALSE,(f32*)m);
22 }
23 static inline void shader_model_sky_uTexGarbage(int i)
24 {
25 glUniform1i(_uniform_model_sky_uTexGarbage,i);
26 }
27 static inline void shader_model_sky_g_world_depth(int i)
28 {
29 glUniform1i(_uniform_model_sky_g_world_depth,i);
30 }
31 static inline void shader_model_sky_use(void);
32 static inline void shader_model_sky_use(void)
33 {
34 glUseProgram(_shader_model_sky.id);
35 }