1 #ifndef SHADER_planeinf_H
2 #define SHADER_planeinf_H
3 static void shader_planeinf_link(void);
4 static void shader_planeinf_register(void);
5 static struct vg_shader _shader_planeinf
= {
7 .link
= shader_planeinf_link
,
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"
20 "uniform mat4x3 uMdl;\n"
27 "out vec3 aWorldCo;\n"
31 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
32 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
33 " aColour = a_colour;\n"
35 " aNorm = mat3(uMdl) * a_norm;\n"
37 " aWorldCo = world_pos;\n"
46 "out vec4 FragColor;\n"
48 "uniform vec3 uCamera;\n"
49 "uniform vec4 uPlane;\n"
56 "float ray_plane( vec3 pos, vec3 dir, vec4 plane )\n"
58 " float d = dot( plane.xyz, dir );\n"
59 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
65 " float fdist = ray_plane( uCamera, -aNorm, uPlane );\n"
66 " vec3 world_pos = uCamera - aNorm*fdist;\n"
68 " FragColor = vec4(fract(world_pos*0.1),1.0);\n"
73 static GLuint _uniform_planeinf_uMdl
;
74 static GLuint _uniform_planeinf_uPv
;
75 static GLuint _uniform_planeinf_uCamera
;
76 static GLuint _uniform_planeinf_uPlane
;
77 static void shader_planeinf_uMdl(m4x3f m
){
78 glUniformMatrix4x3fv(_uniform_planeinf_uMdl
,1,GL_FALSE
,(float*)m
);
80 static void shader_planeinf_uPv(m4x4f m
){
81 glUniformMatrix4fv(_uniform_planeinf_uPv
,1,GL_FALSE
,(float*)m
);
83 static void shader_planeinf_uCamera(v3f v
){
84 glUniform3fv(_uniform_planeinf_uCamera
,1,v
);
86 static void shader_planeinf_uPlane(v4f v
){
87 glUniform4fv(_uniform_planeinf_uPlane
,1,v
);
89 static void shader_planeinf_register(void){
90 vg_shader_register( &_shader_planeinf
);
92 static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf
.id
); }
93 static void shader_planeinf_link(void){
94 _uniform_planeinf_uMdl
= glGetUniformLocation( _shader_planeinf
.id
, "uMdl" );
95 _uniform_planeinf_uPv
= glGetUniformLocation( _shader_planeinf
.id
, "uPv" );
96 _uniform_planeinf_uCamera
= glGetUniformLocation( _shader_planeinf
.id
, "uCamera" );
97 _uniform_planeinf_uPlane
= glGetUniformLocation( _shader_planeinf
.id
, "uPlane" );
99 #endif /* SHADER_planeinf_H */