baby lock the door and turn the lights down low
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_vertex_blend.h
1 #ifndef SHADER_scene_vertex_blend_H
2 #define SHADER_scene_vertex_blend_H
3 static void shader_scene_vertex_blend_link(void);
4 static void shader_scene_vertex_blend_register(void);
5 static struct vg_shader _shader_scene_vertex_blend = {
6 .name = "scene_vertex_blend",
7 .link = shader_scene_vertex_blend_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_vertex_blend.fs",
64 .static_src =
65 "uniform sampler2D uTexGarbage;\n"
66 "uniform sampler2D uTexGradients;\n"
67 "uniform vec3 uCamera;\n"
68 "uniform vec3 uBoard0;\n"
69 "uniform vec3 uBoard1;\n"
70 "\n"
71 "#line 1 1 \n"
72 "// :D\n"
73 "\n"
74 "in vec2 aUv;\n"
75 "in vec4 aNorm;\n"
76 "in vec3 aCo;\n"
77 "in vec3 aWorldCo;\n"
78 "\n"
79 "#line 1 1 \n"
80 "layout (location = 0) out vec4 oColour;\n"
81 "\n"
82 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
83 "layout (std140) uniform ub_world_lighting\n"
84 "{\n"
85 " vec4 g_cube_min;\n"
86 " vec4 g_cube_inv_range;\n"
87 "\n"
88 " vec4 g_water_plane;\n"
89 " vec4 g_depth_bounds;\n"
90 "\n"
91 " vec4 g_daysky_colour;\n"
92 " vec4 g_nightsky_colour;\n"
93 " vec4 g_sunset_colour;\n"
94 " vec4 g_ambient_colour;\n"
95 " vec4 g_sunset_ambient;\n"
96 " vec4 g_sun_colour;\n"
97 " vec4 g_sun_dir;\n"
98 "\n"
99 " float g_water_fog;\n"
100 " float g_time;\n"
101 " float g_shadow_length;\n"
102 " float g_shadow_spread;\n"
103 "\n"
104 " float g_time_of_day;\n"
105 " float g_day_phase;\n"
106 " float g_sunset_phase;\n"
107 "\n"
108 " int g_light_preview;\n"
109 " int g_shadow_samples;\n"
110 "\n"
111 " int g_debug_indices;\n"
112 " int g_debug_complexity;\n"
113 "};\n"
114 "\n"
115 "uniform sampler2D g_world_depth;\n"
116 "uniform samplerBuffer uLightsArray;\n"
117 "uniform usampler3D uLightsIndex;\n"
118 "\n"
119 "#line 1 1 \n"
120 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
121 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
122 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
123 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
124 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
125 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
126 "\n"
127 "const float SUN_ANGLE = 0.0001;\n"
128 "const float PI = 3.14159265;\n"
129 "\n"
130 "//struct world_info\n"
131 "//{\n"
132 "// float time,\n"
133 "// time_of_day,\n"
134 "// day_phase,\n"
135 "// sunset_phase;\n"
136 "// \n"
137 "// vec3 sun_dir;\n"
138 "//};\n"
139 "\n"
140 "float luminance( vec3 v )\n"
141 "{\n"
142 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
143 "}\n"
144 "\n"
145 "vec3 clearskies_ambient( vec3 dir )\n"
146 "{\n"
147 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
148 " float sky_gradient = dir.y;\n"
149 " \n"
150 " /* Blend phase colours */\n"
151 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
152 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
153 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
154 " \n"
155 " /* Add gradient */\n"
156 " ambient -= sky_gradient * luminance(ambient);\n"
157 " \n"
158 " return ambient;\n"
159 "}\n"
160 "\n"
161 "vec3 clearskies_sky( vec3 ray_dir )\n"
162 "{\n"
163 " ray_dir.y = abs( ray_dir.y );\n"
164 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
165 " \n"
166 " /* Sun */\n"
167 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
168 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
169 " float sun_shape = pow( sun_size, 2000.0 );\n"
170 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
171 " \n"
172 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
173 " sun_colour *= sun_shape;\n"
174 " \n"
175 " vec3 composite = sky_colour + sun_colour;\n"
176 " return composite;\n"
177 "}\n"
178 "\n"
179 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
180 "{\n"
181 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
182 "\n"
183 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
184 " g_sunset_phase );\n"
185 "\n"
186 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
187 " vec3 light_sun = max(0.0,dot(normal,g_sun_dir.xyz)*0.75+0.25) \n"
188 " * g_sun_colour.rgb * g_day_phase;\n"
189 "\n"
190 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
191 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
192 " g_sunset_phase );\n"
193 "\n"
194 " return ambient + (light_sun + sky_reflection) * shadow;\n"
195 "}\n"
196 "\n"
197 "#line 41 0 \n"
198 "\n"
199 "float world_depth_sample( vec3 pos )\n"
200 "{\n"
201 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
202 " return texture( g_world_depth, depth_coord ).r;\n"
203 "}\n"
204 "\n"
205 "float world_water_depth( vec3 pos )\n"
206 "{\n"
207 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
208 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
209 " return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
210 "}\n"
211 "\n"
212 "float shadow_sample( vec3 vdir )\n"
213 "{\n"
214 " vec3 sample_pos = aWorldCo + vdir;\n"
215 " float height_sample = world_depth_sample( sample_pos );\n"
216 "\n"
217 " float fdelta = height_sample - sample_pos.y;\n"
218 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
219 "}\n"
220 "\n"
221 "float newlight_compute_sun_shadow( vec3 dir )\n"
222 "{\n"
223 " if( g_shadow_samples == 0 )\n"
224 " {\n"
225 " return 1.0;\n"
226 " }\n"
227 "\n"
228 " float fspread = g_shadow_spread;\n"
229 " float flength = g_shadow_length;\n"
230 "\n"
231 " float famt = 0.0;\n"
232 " famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
233 " famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
234 " famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
235 " famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
236 "\n"
237 " //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
238 " //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
239 " //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
240 " //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
241 "\n"
242 " return 1.0 - famt;\n"
243 "}\n"
244 "\n"
245 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
246 "{\n"
247 " vec3 specdir = reflect( -dir, wnormal );\n"
248 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
249 "}\n"
250 "\n"
251 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
252 "{\n"
253 " float dist = pow(fdist*0.0010,0.78);\n"
254 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
255 "}\n"
256 "\n"
257 "vec3 rand33(vec3 p3)\n"
258 "{\n"
259 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
260 " p3 += dot(p3, p3.yxz+33.33);\n"
261 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
262 "}\n"
263 "\n"
264 "vec3 scene_calculate_light( int light_index, \n"
265 " vec3 halfview, vec3 co, vec3 normal )\n"
266 "{\n"
267 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
268 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
269 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
270 "\n"
271 " vec3 light_delta = light_co.xyz-co;\n"
272 " float dist2 = dot(light_delta,light_delta);\n"
273 "\n"
274 " light_delta = normalize( light_delta );\n"
275 "\n"
276 " float quadratic = dist2*100.0;\n"
277 " float attenuation = 1.0f/( 1.0f + quadratic );\n"
278 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
279 "\n"
280 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
281 "\n"
282 " if( light_dir.w < 0.999999 )\n"
283 " {\n"
284 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
285 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
286 " }\n"
287 "\n"
288 " return light_colour.rgb * attenuation * falloff;\n"
289 "}\n"
290 "\n"
291 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
292 " vec3 halfview, vec3 co, vec3 normal )\n"
293 "{\n"
294 " uint light_count = packed_index & 0x3u;\n"
295 "\n"
296 " vec3 l = vec3(0.0);\n"
297 "\n"
298 " if( light_count >= 1u )\n"
299 " {\n"
300 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
301 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
302 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
303 "\n"
304 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
305 "\n"
306 " if( light_count >= 2u )\n"
307 " {\n"
308 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
309 "\n"
310 " if( light_count >= 3u )\n"
311 " {\n"
312 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
313 " }\n"
314 " }\n"
315 " }\n"
316 "\n"
317 " return l;\n"
318 "}\n"
319 "\n"
320 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
321 " float light_mask )\n"
322 "{\n"
323 " if( g_light_preview == 1 )\n"
324 " diffuse = vec3(0.75);\n"
325 "\n"
326 " // Lighting\n"
327 " vec3 halfview = uCamera - co;\n"
328 " float fdist = length(halfview);\n"
329 " halfview /= fdist;\n"
330 "\n"
331 " float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
332 " * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
333 "\n"
334 " vec3 total_light = clearskies_lighting( \n"
335 " normal, min( light_mask, world_shadow ), halfview );\n"
336 "\n"
337 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
338 " cube_coord = floor( cube_coord );\n"
339 "\n"
340 " if( g_debug_indices == 1 )\n"
341 " {\n"
342 " return rand33(cube_coord);\n"
343 " }\n"
344 "\n"
345 " if( g_debug_complexity == 1 )\n"
346 " {\n"
347 " ivec3 coord = ivec3( cube_coord );\n"
348 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
349 "\n"
350 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
351 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
352 " }\n"
353 "\n"
354 " // FIXME: this coord should absolutely must be clamped!\n"
355 " \n"
356 " ivec3 coord = ivec3( cube_coord );\n"
357 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
358 "\n"
359 " total_light += \n"
360 " scene_calculate_packed_light_patch( index_sample.x,\n"
361 " halfview, co, normal ) \n"
362 " * light_mask;\n"
363 " total_light += \n"
364 " scene_calculate_packed_light_patch( index_sample.y,\n"
365 " halfview, co, normal )\n"
366 " * light_mask;\n"
367 "\n"
368 " // Take a section of the sky function to give us a matching fog colour\n"
369 "\n"
370 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
371 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
372 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
373 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
374 " \n"
375 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
376 " sun_colour *= sun_shape;\n"
377 "\n"
378 " fog_colour += sun_colour;\n"
379 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
380 "}\n"
381 "\n"
382 "#line 9 0 \n"
383 "\n"
384 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
385 "{\n"
386 " vec3 pa = p - a;\n"
387 " vec3 ba = b - a;\n"
388 "\n"
389 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
390 " return length( pa - ba*h );\n"
391 "}\n"
392 "\n"
393 "float compute_board_shadow()\n"
394 "{\n"
395 " // player shadow\n"
396 " float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
397 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
398 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
399 "\n"
400 " return 1.0 - player_shadow*0.8;\n"
401 "}\n"
402 "\n"
403 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
404 "{\n"
405 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
406 "}\n"
407 "\n"
408 "#line 8 0 \n"
409 "#line 1 2 \n"
410 "const float k_motion_lerp_amount = 0.01;\n"
411 "\n"
412 "#line 2 0 \n"
413 "\n"
414 "layout (location = 1) out vec2 oMotionVec;\n"
415 "\n"
416 "in vec3 aMotionVec0;\n"
417 "in vec3 aMotionVec1;\n"
418 "\n"
419 "void compute_motion_vectors()\n"
420 "{\n"
421 " // Write motion vectors\n"
422 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
423 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
424 "\n"
425 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
426 "}\n"
427 "\n"
428 "#line 9 0 \n"
429 "\n"
430 "void main()\n"
431 "{\n"
432 " compute_motion_vectors();\n"
433 "\n"
434 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
435 "\n"
436 " // ws modulation\n"
437 " vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);\n"
438 " \n"
439 " // Creating normal patches\n"
440 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
441 " vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
442 " qnorm += vec3(0.001,0.0,0.0);\n"
443 "\n"
444 " vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
445 " vec3 tangent1 = cross(qnorm,tangent0);\n"
446 " vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
447 " \n"
448 " // Patch local noise\n"
449 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
450 "\n"
451 " // Colour blending\n"
452 " float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n"
453 " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
454 "\n"
455 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
456 " vfrag -= rgarbage.a*0.04;\n"
457 "\n"
458 " if( g_light_preview == 1 )\n"
459 " {\n"
460 " vfrag = vec3(0.5);\n"
461 " }\n"
462 "\n"
463 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
464 " oColour = vec4(vfrag, 1.0);\n"
465 "}\n"
466 ""},
467 };
468
469 static GLuint _uniform_scene_vertex_blend_uMdl;
470 static GLuint _uniform_scene_vertex_blend_uPv;
471 static GLuint _uniform_scene_vertex_blend_uPvmPrev;
472 static GLuint _uniform_scene_vertex_blend_uTexGarbage;
473 static GLuint _uniform_scene_vertex_blend_uTexGradients;
474 static GLuint _uniform_scene_vertex_blend_uCamera;
475 static GLuint _uniform_scene_vertex_blend_uBoard0;
476 static GLuint _uniform_scene_vertex_blend_uBoard1;
477 static GLuint _uniform_scene_vertex_blend_g_world_depth;
478 static GLuint _uniform_scene_vertex_blend_uLightsArray;
479 static GLuint _uniform_scene_vertex_blend_uLightsIndex;
480 static void shader_scene_vertex_blend_uMdl(m4x3f m){
481 glUniformMatrix4x3fv(_uniform_scene_vertex_blend_uMdl,1,GL_FALSE,(float*)m);
482 }
483 static void shader_scene_vertex_blend_uPv(m4x4f m){
484 glUniformMatrix4fv(_uniform_scene_vertex_blend_uPv,1,GL_FALSE,(float*)m);
485 }
486 static void shader_scene_vertex_blend_uPvmPrev(m4x4f m){
487 glUniformMatrix4fv(_uniform_scene_vertex_blend_uPvmPrev,1,GL_FALSE,(float*)m);
488 }
489 static void shader_scene_vertex_blend_uTexGarbage(int i){
490 glUniform1i(_uniform_scene_vertex_blend_uTexGarbage,i);
491 }
492 static void shader_scene_vertex_blend_uTexGradients(int i){
493 glUniform1i(_uniform_scene_vertex_blend_uTexGradients,i);
494 }
495 static void shader_scene_vertex_blend_uCamera(v3f v){
496 glUniform3fv(_uniform_scene_vertex_blend_uCamera,1,v);
497 }
498 static void shader_scene_vertex_blend_uBoard0(v3f v){
499 glUniform3fv(_uniform_scene_vertex_blend_uBoard0,1,v);
500 }
501 static void shader_scene_vertex_blend_uBoard1(v3f v){
502 glUniform3fv(_uniform_scene_vertex_blend_uBoard1,1,v);
503 }
504 static void shader_scene_vertex_blend_g_world_depth(int i){
505 glUniform1i(_uniform_scene_vertex_blend_g_world_depth,i);
506 }
507 static void shader_scene_vertex_blend_register(void){
508 vg_shader_register( &_shader_scene_vertex_blend );
509 }
510 static void shader_scene_vertex_blend_use(void){ glUseProgram(_shader_scene_vertex_blend.id); }
511 static void shader_scene_vertex_blend_link(void){
512 _uniform_scene_vertex_blend_uMdl = glGetUniformLocation( _shader_scene_vertex_blend.id, "uMdl" );
513 _uniform_scene_vertex_blend_uPv = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPv" );
514 _uniform_scene_vertex_blend_uPvmPrev = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPvmPrev" );
515 _uniform_scene_vertex_blend_uTexGarbage = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGarbage" );
516 _uniform_scene_vertex_blend_uTexGradients = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGradients" );
517 _uniform_scene_vertex_blend_uCamera = glGetUniformLocation( _shader_scene_vertex_blend.id, "uCamera" );
518 _uniform_scene_vertex_blend_uBoard0 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard0" );
519 _uniform_scene_vertex_blend_uBoard1 = glGetUniformLocation( _shader_scene_vertex_blend.id, "uBoard1" );
520 _uniform_scene_vertex_blend_g_world_depth = glGetUniformLocation( _shader_scene_vertex_blend.id, "g_world_depth" );
521 _uniform_scene_vertex_blend_uLightsArray = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsArray" );
522 _uniform_scene_vertex_blend_uLightsIndex = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsIndex" );
523 }
524 #endif /* SHADER_scene_vertex_blend_H */