change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_cubemapped.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_scene_cubemapped;
4 extern GLuint _uniform_scene_cubemapped_uMdl;
5 extern GLuint _uniform_scene_cubemapped_uPv;
6 extern GLuint _uniform_scene_cubemapped_uPvmPrev;
7 extern GLuint _uniform_scene_cubemapped_uTexGarbage;
8 extern GLuint _uniform_scene_cubemapped_uTexMain;
9 extern GLuint _uniform_scene_cubemapped_uTexCubemap;
10 extern GLuint _uniform_scene_cubemapped_uCamera;
11 extern GLuint _uniform_scene_cubemapped_uPlane;
12 extern GLuint _uniform_scene_cubemapped_uColour;
13 extern GLuint _uniform_scene_cubemapped_g_world_depth;
14 extern GLuint _uniform_scene_cubemapped_uLightsArray;
15 extern GLuint _uniform_scene_cubemapped_uLightsIndex;
16 static inline void shader_scene_cubemapped_uMdl(m4x3f m)
17 {
18 glUniformMatrix4x3fv(_uniform_scene_cubemapped_uMdl,1,GL_FALSE,(f32*)m);
19 }
20 static inline void shader_scene_cubemapped_uPv(m4x4f m)
21 {
22 glUniformMatrix4fv(_uniform_scene_cubemapped_uPv,1,GL_FALSE,(f32*)m);
23 }
24 static inline void shader_scene_cubemapped_uPvmPrev(m4x4f m)
25 {
26 glUniformMatrix4fv(_uniform_scene_cubemapped_uPvmPrev,1,GL_FALSE,(f32*)m);
27 }
28 static inline void shader_scene_cubemapped_uTexGarbage(int i)
29 {
30 glUniform1i(_uniform_scene_cubemapped_uTexGarbage,i);
31 }
32 static inline void shader_scene_cubemapped_uTexMain(int i)
33 {
34 glUniform1i(_uniform_scene_cubemapped_uTexMain,i);
35 }
36 static inline void shader_scene_cubemapped_uTexCubemap(int i)
37 {
38 glUniform1i(_uniform_scene_cubemapped_uTexCubemap,i);
39 }
40 static inline void shader_scene_cubemapped_uCamera(v3f v)
41 {
42 glUniform3fv(_uniform_scene_cubemapped_uCamera,1,v);
43 }
44 static inline void shader_scene_cubemapped_uPlane(v4f v)
45 {
46 glUniform4fv(_uniform_scene_cubemapped_uPlane,1,v);
47 }
48 static inline void shader_scene_cubemapped_uColour(v4f v)
49 {
50 glUniform4fv(_uniform_scene_cubemapped_uColour,1,v);
51 }
52 static inline void shader_scene_cubemapped_g_world_depth(int i)
53 {
54 glUniform1i(_uniform_scene_cubemapped_g_world_depth,i);
55 }
56 static inline void shader_scene_cubemapped_use(void);
57 static inline void shader_scene_cubemapped_use(void)
58 {
59 glUseProgram(_shader_scene_cubemapped.id);
60 }