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
,
10 .orig_file
= "../../shaders/standard.vs",
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"
22 "uniform mat4x3 uMdl;\n"
28 "out vec3 aWorldCo;\n"
32 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
33 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
34 " aColour = a_colour;\n"
36 " aNorm = mat3(uMdl) * a_norm;\n"
38 " aWorldCo = world_pos;\n"
43 .orig_file
= "../../shaders/planeinf.fs",
48 "out vec4 FragColor;\n"
50 "uniform vec3 uCamera;\n"
51 "uniform vec4 uPlane;\n"
58 "float ray_plane( vec3 pos, vec3 dir, vec4 plane )\n"
60 " float d = dot( plane.xyz, dir );\n"
61 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
67 " float fdist = ray_plane( uCamera, -aNorm, uPlane );\n"
68 " vec3 world_pos = uCamera - aNorm*fdist;\n"
70 " FragColor = vec4(fract(world_pos*0.1),1.0);\n"
75 static GLuint _uniform_planeinf_uPv
;
76 static GLuint _uniform_planeinf_uMdl
;
77 static GLuint _uniform_planeinf_uCamera
;
78 static GLuint _uniform_planeinf_uPlane
;
79 static void shader_planeinf_uPv(m4x4f m
){
80 glUniformMatrix4fv( _uniform_planeinf_uPv
, 1, GL_FALSE
, (float *)m
);
82 static void shader_planeinf_uMdl(m4x3f m
){
83 glUniformMatrix4x3fv( _uniform_planeinf_uMdl
, 1, GL_FALSE
, (float *)m
);
85 static void shader_planeinf_uCamera(v3f v
){
86 glUniform3fv( _uniform_planeinf_uCamera
, 1, v
);
88 static void shader_planeinf_uPlane(v4f v
){
89 glUniform4fv( _uniform_planeinf_uPlane
, 1, v
);
91 static void shader_planeinf_register(void){
92 vg_shader_register( &_shader_planeinf
);
94 static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf
.id
); }
95 static void shader_planeinf_link(void){
96 _uniform_planeinf_uPv
= glGetUniformLocation( _shader_planeinf
.id
, "uPv" );
97 _uniform_planeinf_uMdl
= glGetUniformLocation( _shader_planeinf
.id
, "uMdl" );
98 _uniform_planeinf_uCamera
= glGetUniformLocation( _shader_planeinf
.id
, "uCamera" );
99 _uniform_planeinf_uPlane
= glGetUniformLocation( _shader_planeinf
.id
, "uPlane" );
101 #endif /* SHADER_planeinf_H */