respawn UI
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_override.h
1 #ifndef SHADER_scene_override_H
2 #define SHADER_scene_override_H
3 static void shader_scene_override_link(void);
4 static void shader_scene_override_register(void);
5 static struct vg_shader _shader_scene_override = {
6 .name = "scene_override",
7 .link = shader_scene_override_link,
8 .vs =
9 {
10 .orig_file = "shaders/scene.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec4 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "\n"
16 "#line 1 1 \n"
17 "const float k_motion_lerp_amount = 0.01;\n"
18 "\n"
19 "#line 2 0 \n"
20 "\n"
21 "out vec3 aMotionVec0;\n"
22 "out vec3 aMotionVec1;\n"
23 "\n"
24 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
25 "{\n"
26 " // This magically solves some artifacting errors!\n"
27 " //\n"
28 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
29 "\n"
30 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
31 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
32 "}\n"
33 "\n"
34 "#line 6 0 \n"
35 "\n"
36 "uniform mat4x3 uMdl;\n"
37 "uniform mat4 uPv;\n"
38 "uniform mat4 uPvmPrev;\n"
39 "\n"
40 "out vec2 aUv;\n"
41 "out vec4 aNorm;\n"
42 "out vec3 aCo;\n"
43 "out vec3 aWorldCo;\n"
44 "\n"
45 "void main()\n"
46 "{\n"
47 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
48 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
49 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
50 "\n"
51 " vs_motion_out( vproj0, vproj1 );\n"
52 "\n"
53 " gl_Position = vproj0;\n"
54 "\n"
55 " aUv = a_uv;\n"
56 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
57 " aCo = a_co;\n"
58 " aWorldCo = world_pos0;\n"
59 "}\n"
60 ""},
61 .fs =
62 {
63 .orig_file = "shaders/scene_override.fs",
64 .static_src =
65 "uniform sampler2D uTexGarbage;\n"
66 "uniform sampler2D uTexMain;\n"
67 "uniform vec3 uCamera;\n"
68 "uniform vec4 uPlane;\n"
69 "\n"
70 "uniform vec4 uPlayerPos;\n"
71 "uniform vec4 uSpawnPos;\n"
72 "\n"
73 "#line 1 1 \n"
74 "// :D\n"
75 "\n"
76 "in vec2 aUv;\n"
77 "in vec4 aNorm;\n"
78 "in vec3 aCo;\n"
79 "in vec3 aWorldCo;\n"
80 "\n"
81 "#line 1 1 \n"
82 "layout (location = 0) out vec4 oColour;\n"
83 "\n"
84 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
85 "layout (std140) uniform ub_world_lighting\n"
86 "{\n"
87 " vec4 g_cube_min;\n"
88 " vec4 g_cube_inv_range;\n"
89 "\n"
90 " vec4 g_water_plane;\n"
91 " vec4 g_depth_bounds;\n"
92 "\n"
93 " vec4 g_daysky_colour;\n"
94 " vec4 g_nightsky_colour;\n"
95 " vec4 g_sunset_colour;\n"
96 " vec4 g_ambient_colour;\n"
97 " vec4 g_sunset_ambient;\n"
98 " vec4 g_sun_colour;\n"
99 " vec4 g_sun_dir;\n"
100 " vec4 g_board_0;\n"
101 " vec4 g_board_1;\n"
102 "\n"
103 " float g_water_fog;\n"
104 " float g_time;\n"
105 " float g_realtime;\n"
106 " float g_shadow_length;\n"
107 " float g_shadow_spread;\n"
108 "\n"
109 " float g_time_of_day;\n"
110 " float g_day_phase;\n"
111 " float g_sunset_phase;\n"
112 "\n"
113 " int g_light_preview;\n"
114 " int g_shadow_samples;\n"
115 "\n"
116 " int g_debug_indices;\n"
117 " int g_debug_complexity;\n"
118 "};\n"
119 "\n"
120 "uniform sampler2D g_world_depth;\n"
121 "uniform samplerBuffer uLightsArray;\n"
122 "uniform usampler3D uLightsIndex;\n"
123 "\n"
124 "#line 1 1 \n"
125 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
126 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
127 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
128 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
129 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
130 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
131 "\n"
132 "const float SUN_ANGLE = 0.0001;\n"
133 "const float PI = 3.14159265;\n"
134 "\n"
135 "//struct world_info\n"
136 "//{\n"
137 "// float time,\n"
138 "// time_of_day,\n"
139 "// day_phase,\n"
140 "// sunset_phase;\n"
141 "// \n"
142 "// vec3 sun_dir;\n"
143 "//};\n"
144 "\n"
145 "float luminance( vec3 v )\n"
146 "{\n"
147 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
148 "}\n"
149 "\n"
150 "vec3 clearskies_ambient( vec3 dir )\n"
151 "{\n"
152 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
153 " float sky_gradient = dir.y;\n"
154 " \n"
155 " /* Blend phase colours */\n"
156 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
157 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
158 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
159 " \n"
160 " /* Add gradient */\n"
161 " ambient -= sky_gradient * luminance(ambient);\n"
162 " \n"
163 " return ambient;\n"
164 "}\n"
165 "\n"
166 "vec3 clearskies_sky( vec3 ray_dir )\n"
167 "{\n"
168 " ray_dir.y = abs( ray_dir.y );\n"
169 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
170 " \n"
171 " /* Sun */\n"
172 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
173 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
174 " float sun_shape = pow( sun_size, 2000.0 );\n"
175 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
176 " \n"
177 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
178 " sun_colour *= sun_shape;\n"
179 " \n"
180 " vec3 composite = sky_colour + sun_colour;\n"
181 " return composite;\n"
182 "}\n"
183 "\n"
184 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
185 "{\n"
186 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
187 "\n"
188 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
189 " g_sunset_phase );\n"
190 "\n"
191 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
192 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
193 " * g_sun_colour.rgb * g_day_phase;\n"
194 "\n"
195 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
196 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
197 " g_sunset_phase );\n"
198 "\n"
199 " return ambient + (light_sun + sky_reflection) * shadow;\n"
200 "}\n"
201 "\n"
202 "#line 44 0 \n"
203 "\n"
204 "float world_depth_sample( vec3 pos )\n"
205 "{\n"
206 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
207 " return texture( g_world_depth, depth_coord ).r;\n"
208 "}\n"
209 "\n"
210 "float world_water_depth( vec3 pos )\n"
211 "{\n"
212 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
213 " return world_depth_sample( pos ) - ref_depth;\n"
214 "}\n"
215 "\n"
216 "float shadow_sample( vec3 vdir )\n"
217 "{\n"
218 " vec3 sample_pos = aWorldCo + vdir;\n"
219 " float height_sample = world_depth_sample( sample_pos );\n"
220 "\n"
221 " float fdelta = height_sample - sample_pos.y;\n"
222 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
223 "}\n"
224 "\n"
225 "float newlight_compute_sun_shadow( vec3 dir )\n"
226 "{\n"
227 " if( g_shadow_samples == 0 )\n"
228 " {\n"
229 " return 1.0;\n"
230 " }\n"
231 "\n"
232 " float fspread = g_shadow_spread;\n"
233 " float flength = g_shadow_length;\n"
234 "\n"
235 " float famt = 0.0;\n"
236 " famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
237 " famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
238 " famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
239 " famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
240 "\n"
241 " //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
242 " //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
243 " //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
244 " //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
245 "\n"
246 " return 1.0 - famt;\n"
247 "}\n"
248 "\n"
249 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
250 "{\n"
251 " vec3 specdir = reflect( -dir, wnormal );\n"
252 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
253 "}\n"
254 "\n"
255 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
256 "{\n"
257 " float dist = pow(fdist*0.0010,0.78);\n"
258 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
259 "}\n"
260 "\n"
261 "vec3 rand33(vec3 p3)\n"
262 "{\n"
263 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
264 " p3 += dot(p3, p3.yxz+33.33);\n"
265 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
266 "}\n"
267 "\n"
268 "vec3 scene_calculate_light( int light_index, \n"
269 " vec3 halfview, vec3 co, vec3 normal )\n"
270 "{\n"
271 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
272 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
273 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
274 "\n"
275 " vec3 light_delta = light_co.xyz-co;\n"
276 " float dist2 = dot(light_delta,light_delta);\n"
277 "\n"
278 " light_delta = normalize( light_delta );\n"
279 "\n"
280 " float quadratic = dist2*100.0;\n"
281 " float attenuation = 1.0/( 1.0 + quadratic );\n"
282 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
283 "\n"
284 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
285 "\n"
286 " if( light_dir.w < 0.999999 ){\n"
287 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
288 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
289 " }\n"
290 "\n"
291 " return light_colour.rgb * attenuation * falloff \n"
292 " * step( g_day_phase, light_colour.w );\n"
293 "}\n"
294 "\n"
295 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
296 " vec3 halfview, vec3 co, vec3 normal )\n"
297 "{\n"
298 " uint light_count = packed_index & 0x3u;\n"
299 "\n"
300 " vec3 l = vec3(0.0);\n"
301 "\n"
302 " if( light_count >= 1u ){\n"
303 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
304 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
305 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
306 "\n"
307 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
308 "\n"
309 " if( light_count >= 2u ){\n"
310 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
311 "\n"
312 " if( light_count >= 3u ){\n"
313 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
314 " }\n"
315 " }\n"
316 " }\n"
317 "\n"
318 " return l;\n"
319 "}\n"
320 "\n"
321 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
322 " float light_mask )\n"
323 "{\n"
324 " if( g_light_preview == 1 )\n"
325 " diffuse = vec3(0.75);\n"
326 "\n"
327 " // Lighting\n"
328 " vec3 halfview = uCamera - co;\n"
329 " float fdist = length(halfview);\n"
330 " halfview /= fdist;\n"
331 "\n"
332 " float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
333 " * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
334 "\n"
335 " vec3 total_light = clearskies_lighting( \n"
336 " normal, min( light_mask, world_shadow ), halfview );\n"
337 "\n"
338 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
339 " cube_coord = floor( cube_coord );\n"
340 "\n"
341 " if( g_debug_indices == 1 )\n"
342 " {\n"
343 " return rand33(cube_coord);\n"
344 " }\n"
345 "\n"
346 " if( g_debug_complexity == 1 )\n"
347 " {\n"
348 " ivec3 coord = ivec3( cube_coord );\n"
349 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
350 "\n"
351 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
352 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
353 " }\n"
354 "\n"
355 " // FIXME: this coord should absolutely must be clamped!\n"
356 " \n"
357 " ivec3 coord = ivec3( cube_coord );\n"
358 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
359 "\n"
360 " total_light += \n"
361 " scene_calculate_packed_light_patch( index_sample.x,\n"
362 " halfview, co, normal ) \n"
363 " * light_mask;\n"
364 " total_light += \n"
365 " scene_calculate_packed_light_patch( index_sample.y,\n"
366 " halfview, co, normal )\n"
367 " * light_mask;\n"
368 "\n"
369 " // Take a section of the sky function to give us a matching fog colour\n"
370 "\n"
371 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
372 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
373 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
374 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
375 " \n"
376 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
377 " sun_colour *= sun_shape;\n"
378 "\n"
379 " fog_colour += sun_colour;\n"
380 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
381 "}\n"
382 "\n"
383 "#line 9 0 \n"
384 "\n"
385 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
386 "{\n"
387 " vec3 pa = p - a;\n"
388 " vec3 ba = b - a;\n"
389 "\n"
390 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
391 " return length( pa - ba*h );\n"
392 "}\n"
393 "\n"
394 "float compute_board_shadow()\n"
395 "{\n"
396 " // player shadow\n"
397 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
398 " g_board_1.xyz )-0.1 );\n"
399 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
400 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
401 "\n"
402 " return 1.0 - player_shadow*0.8;\n"
403 "}\n"
404 "\n"
405 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
406 "{\n"
407 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
408 "}\n"
409 "\n"
410 "#line 10 0 \n"
411 "#line 1 2 \n"
412 "const float k_motion_lerp_amount = 0.01;\n"
413 "\n"
414 "#line 2 0 \n"
415 "\n"
416 "layout (location = 1) out vec2 oMotionVec;\n"
417 "\n"
418 "in vec3 aMotionVec0;\n"
419 "in vec3 aMotionVec1;\n"
420 "\n"
421 "void compute_motion_vectors()\n"
422 "{\n"
423 " // Write motion vectors\n"
424 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
425 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
426 "\n"
427 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
428 "}\n"
429 "\n"
430 "#line 11 0 \n"
431 "\n"
432 "vec2 smin( float a, float b, float k )\n"
433 "{\n"
434 " float h = max( k-abs(a-b), 0.0 )/k;\n"
435 " float m = h*h*0.5;\n"
436 " float s = m*k*(1.0/2.0);\n"
437 "\n"
438 " if( a < b )\n"
439 " return vec2(a-s,m);\n"
440 " else\n"
441 " return vec2(b-s,1.0-m);\n"
442 "}\n"
443 "\n"
444 "void main()\n"
445 "{\n"
446 " vec2 ssuv = gl_FragCoord.xy;\n"
447 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
448 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
449 "\n"
450 " if( (aWorldCo.y*0.1 + dither) > ((uPlayerPos.y+40.0)*0.1) )\n"
451 " discard;\n"
452 "\n"
453 " compute_motion_vectors();\n"
454 "\n"
455 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
456 " vec3 qnorm = aNorm.xyz;\n"
457 "\n"
458 " if( !gl_FrontFacing ){\n"
459 " qnorm *= -1.0;\n"
460 " }\n"
461 "\n"
462 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
463 "\n"
464 " float d0 = distance( aWorldCo, uPlayerPos.xyz )*2.0;\n"
465 " float d1 = distance( aWorldCo, uSpawnPos.xyz );\n"
466 "\n"
467 " vec2 dm = smin( d0, d1, 10.0 );\n"
468 " float dd = fract(dm.x*0.2-g_realtime*0.5)*max(0.0,1.0-dm.x*0.04)*max(0.0,qnorm.y);\n"
469 "\n"
470 " vec3 emit = mix(vec3(1.0,0.0,0.0),vec3(0.0,1.0,0.0),dm.y)*dd;\n"
471 "\n"
472 "\n"
473 "\n"
474 "\n"
475 " vec3 v0 = normalize(uSpawnPos.xyz-uPlayerPos.xyz);\n"
476 " float t = min(max(dot(aWorldCo-uPlayerPos.xyz,v0),0.0),\n"
477 " distance(uSpawnPos.xyz,uPlayerPos.xyz));\n"
478 "\n"
479 " vec3 p0 = uPlayerPos.xyz + v0*t;\n"
480 " float d3 = distance(p0,aWorldCo);\n"
481 "\n"
482 " float lp = fract(t*0.2-g_realtime+d3*0.2)*max(0.0,1.0-d3*0.2);\n"
483 "\n"
484 " emit += vec3(lp);\n"
485 "\n"
486 " oColour = vec4( vfrag+emit, 1.0 );\n"
487 "}\n"
488 ""},
489 };
490
491 static GLuint _uniform_scene_override_uMdl;
492 static GLuint _uniform_scene_override_uPv;
493 static GLuint _uniform_scene_override_uPvmPrev;
494 static GLuint _uniform_scene_override_uTexGarbage;
495 static GLuint _uniform_scene_override_uTexMain;
496 static GLuint _uniform_scene_override_uCamera;
497 static GLuint _uniform_scene_override_uPlane;
498 static GLuint _uniform_scene_override_uPlayerPos;
499 static GLuint _uniform_scene_override_uSpawnPos;
500 static GLuint _uniform_scene_override_g_world_depth;
501 static GLuint _uniform_scene_override_uLightsArray;
502 static GLuint _uniform_scene_override_uLightsIndex;
503 static void shader_scene_override_uMdl(m4x3f m){
504 glUniformMatrix4x3fv(_uniform_scene_override_uMdl,1,GL_FALSE,(float*)m);
505 }
506 static void shader_scene_override_uPv(m4x4f m){
507 glUniformMatrix4fv(_uniform_scene_override_uPv,1,GL_FALSE,(float*)m);
508 }
509 static void shader_scene_override_uPvmPrev(m4x4f m){
510 glUniformMatrix4fv(_uniform_scene_override_uPvmPrev,1,GL_FALSE,(float*)m);
511 }
512 static void shader_scene_override_uTexGarbage(int i){
513 glUniform1i(_uniform_scene_override_uTexGarbage,i);
514 }
515 static void shader_scene_override_uTexMain(int i){
516 glUniform1i(_uniform_scene_override_uTexMain,i);
517 }
518 static void shader_scene_override_uCamera(v3f v){
519 glUniform3fv(_uniform_scene_override_uCamera,1,v);
520 }
521 static void shader_scene_override_uPlane(v4f v){
522 glUniform4fv(_uniform_scene_override_uPlane,1,v);
523 }
524 static void shader_scene_override_uPlayerPos(v4f v){
525 glUniform4fv(_uniform_scene_override_uPlayerPos,1,v);
526 }
527 static void shader_scene_override_uSpawnPos(v4f v){
528 glUniform4fv(_uniform_scene_override_uSpawnPos,1,v);
529 }
530 static void shader_scene_override_g_world_depth(int i){
531 glUniform1i(_uniform_scene_override_g_world_depth,i);
532 }
533 static void shader_scene_override_register(void){
534 vg_shader_register( &_shader_scene_override );
535 }
536 static void shader_scene_override_use(void){ glUseProgram(_shader_scene_override.id); }
537 static void shader_scene_override_link(void){
538 _uniform_scene_override_uMdl = glGetUniformLocation( _shader_scene_override.id, "uMdl" );
539 _uniform_scene_override_uPv = glGetUniformLocation( _shader_scene_override.id, "uPv" );
540 _uniform_scene_override_uPvmPrev = glGetUniformLocation( _shader_scene_override.id, "uPvmPrev" );
541 _uniform_scene_override_uTexGarbage = glGetUniformLocation( _shader_scene_override.id, "uTexGarbage" );
542 _uniform_scene_override_uTexMain = glGetUniformLocation( _shader_scene_override.id, "uTexMain" );
543 _uniform_scene_override_uCamera = glGetUniformLocation( _shader_scene_override.id, "uCamera" );
544 _uniform_scene_override_uPlane = glGetUniformLocation( _shader_scene_override.id, "uPlane" );
545 _uniform_scene_override_uPlayerPos = glGetUniformLocation( _shader_scene_override.id, "uPlayerPos" );
546 _uniform_scene_override_uSpawnPos = glGetUniformLocation( _shader_scene_override.id, "uSpawnPos" );
547 _uniform_scene_override_g_world_depth = glGetUniformLocation( _shader_scene_override.id, "g_world_depth" );
548 _uniform_scene_override_uLightsArray = glGetUniformLocation( _shader_scene_override.id, "uLightsArray" );
549 _uniform_scene_override_uLightsIndex = glGetUniformLocation( _shader_scene_override.id, "uLightsIndex" );
550 }
551 #endif /* SHADER_scene_override_H */