reworked lighting uniforms
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / planeinf.h
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 = {
6 .name = "planeinf",
7 .link = shader_planeinf_link,
8 .vs =
9 {
10 .orig_file = "../shaders/standard.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 vec4 a_colour;\n"
15 "layout (location=3) in vec2 a_uv;\n"
16 "\n"
17 "#line 2 0 \n"
18 "\n"
19 "uniform mat4 uPv;\n"
20 "uniform mat4x3 uMdl;\n"
21 "\n"
22 "out vec4 aColour;\n"
23 "out vec2 aUv;\n"
24 "out vec3 aNorm;\n"
25 "out vec3 aCo;\n"
26 "\n"
27 "void main()\n"
28 "{\n"
29 " gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
30 " aColour = a_colour;\n"
31 " aUv = a_uv;\n"
32 " aNorm = mat3(uMdl) * a_norm;\n"
33 " aCo = a_co;\n"
34 "}\n"
35 ""},
36 .fs =
37 {
38 .orig_file = "../shaders/planeinf.fs",
39 .static_src =
40 "\n"
41 "#line 2 0 \n"
42 "\n"
43 "out vec4 FragColor;\n"
44 "\n"
45 "uniform vec3 uCamera;\n"
46 "uniform vec4 uPlane;\n"
47 "\n"
48 "in vec4 aColour;\n"
49 "in vec2 aUv;\n"
50 "in vec3 aNorm;\n"
51 "in vec3 aCo;\n"
52 "\n"
53 "float ray_plane( vec3 pos, vec3 dir, vec4 plane )\n"
54 "{\n"
55 " float d = dot( plane.xyz, dir );\n"
56 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
57 " return t;\n"
58 "}\n"
59 "\n"
60 "void main()\n"
61 "{\n"
62 " float fdist = ray_plane( uCamera, -aNorm, uPlane );\n"
63 " vec3 world_pos = uCamera - aNorm*fdist;\n"
64 "\n"
65 " FragColor = vec4(fract(world_pos*0.1),1.0);\n"
66 "}\n"
67 ""},
68 };
69
70 static GLuint _uniform_planeinf_uPv;
71 static GLuint _uniform_planeinf_uMdl;
72 static GLuint _uniform_planeinf_uCamera;
73 static GLuint _uniform_planeinf_uPlane;
74 static void shader_planeinf_uPv(m4x4f m){
75 glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m );
76 }
77 static void shader_planeinf_uMdl(m4x3f m){
78 glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m );
79 }
80 static void shader_planeinf_uCamera(v3f v){
81 glUniform3fv( _uniform_planeinf_uCamera, 1, v );
82 }
83 static void shader_planeinf_uPlane(v4f v){
84 glUniform4fv( _uniform_planeinf_uPlane, 1, v );
85 }
86 static void shader_planeinf_register(void){
87 vg_shader_register( &_shader_planeinf );
88 }
89 static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf.id); }
90 static void shader_planeinf_link(void){
91 _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" );
92 _uniform_planeinf_uMdl = glGetUniformLocation( _shader_planeinf.id, "uMdl" );
93 _uniform_planeinf_uCamera = glGetUniformLocation( _shader_planeinf.id, "uCamera" );
94 _uniform_planeinf_uPlane = glGetUniformLocation( _shader_planeinf.id, "uPlane" );
95 }
96 #endif /* SHADER_planeinf_H */