Replay camera curve adjustment thing
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_water.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_scene_water;
4 extern GLuint _uniform_scene_water_uMdl;
5 extern GLuint _uniform_scene_water_uPv;
6 extern GLuint _uniform_scene_water_uPvmPrev;
7 extern GLuint _uniform_scene_water_uTexMain;
8 extern GLuint _uniform_scene_water_uTexDudv;
9 extern GLuint _uniform_scene_water_uTexBack;
10 extern GLuint _uniform_scene_water_uInvRes;
11 extern GLuint _uniform_scene_water_uTime;
12 extern GLuint _uniform_scene_water_uCamera;
13 extern GLuint _uniform_scene_water_uSurfaceY;
14 extern GLuint _uniform_scene_water_uBoard0;
15 extern GLuint _uniform_scene_water_uBoard1;
16 extern GLuint _uniform_scene_water_uShoreColour;
17 extern GLuint _uniform_scene_water_uOceanColour;
18 extern GLuint _uniform_scene_water_g_world_depth;
19 extern GLuint _uniform_scene_water_uLightsArray;
20 extern GLuint _uniform_scene_water_uLightsIndex;
21 static inline void shader_scene_water_uMdl(m4x3f m)
22 {
23 glUniformMatrix4x3fv(_uniform_scene_water_uMdl,1,GL_FALSE,(f32*)m);
24 }
25 static inline void shader_scene_water_uPv(m4x4f m)
26 {
27 glUniformMatrix4fv(_uniform_scene_water_uPv,1,GL_FALSE,(f32*)m);
28 }
29 static inline void shader_scene_water_uPvmPrev(m4x4f m)
30 {
31 glUniformMatrix4fv(_uniform_scene_water_uPvmPrev,1,GL_FALSE,(f32*)m);
32 }
33 static inline void shader_scene_water_uTexMain(int i)
34 {
35 glUniform1i(_uniform_scene_water_uTexMain,i);
36 }
37 static inline void shader_scene_water_uTexDudv(int i)
38 {
39 glUniform1i(_uniform_scene_water_uTexDudv,i);
40 }
41 static inline void shader_scene_water_uTexBack(int i)
42 {
43 glUniform1i(_uniform_scene_water_uTexBack,i);
44 }
45 static inline void shader_scene_water_uInvRes(v2f v)
46 {
47 glUniform2fv(_uniform_scene_water_uInvRes,1,v);
48 }
49 static inline void shader_scene_water_uTime(f32 f)
50 {
51 glUniform1f(_uniform_scene_water_uTime,f);
52 }
53 static inline void shader_scene_water_uCamera(v3f v)
54 {
55 glUniform3fv(_uniform_scene_water_uCamera,1,v);
56 }
57 static inline void shader_scene_water_uSurfaceY(f32 f)
58 {
59 glUniform1f(_uniform_scene_water_uSurfaceY,f);
60 }
61 static inline void shader_scene_water_uBoard0(v3f v)
62 {
63 glUniform3fv(_uniform_scene_water_uBoard0,1,v);
64 }
65 static inline void shader_scene_water_uBoard1(v3f v)
66 {
67 glUniform3fv(_uniform_scene_water_uBoard1,1,v);
68 }
69 static inline void shader_scene_water_uShoreColour(v3f v)
70 {
71 glUniform3fv(_uniform_scene_water_uShoreColour,1,v);
72 }
73 static inline void shader_scene_water_uOceanColour(v3f v)
74 {
75 glUniform3fv(_uniform_scene_water_uOceanColour,1,v);
76 }
77 static inline void shader_scene_water_g_world_depth(int i)
78 {
79 glUniform1i(_uniform_scene_water_g_world_depth,i);
80 }
81 static inline void shader_scene_water_use(void);
82 static inline void shader_scene_water_use(void)
83 {
84 glUseProgram(_shader_scene_water.id);
85 }