CHGICKEN
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / sky.h
1 #ifndef SHADER_sky_H
2 #define SHADER_sky_H
3 static void shader_sky_link(void);
4 static void shader_sky_register(void);
5 static struct vg_shader _shader_sky = {
6 .name = "sky",
7 .link = shader_sky_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/sky.fs",
39 .static_src =
40 "out vec4 FragColor;\n"
41 "\n"
42 "uniform vec4 uColour;\n"
43 "\n"
44 "in vec4 aColour;\n"
45 "in vec2 aUv;\n"
46 "in vec3 aNorm;\n"
47 "in vec3 aCo;\n"
48 "\n"
49 "void main()\n"
50 "{\n"
51 " float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
52 " float angle = -dot(vec3(0.95,0.0,-0.3),aNorm)*0.5+0.5;\n"
53 " float fblend = pow(fintensity,6.0) * angle;\n"
54 " vec3 horizon = vec3(0.9,0.9,0.8);\n"
55 " vec3 skycolour = vec3(0.4,0.5,0.8);\n"
56 " vec3 diffuse = mix( skycolour, horizon, fblend );\n"
57 "\n"
58 " FragColor = vec4(diffuse,1.0);\n"
59 "}\n"
60 ""},
61 };
62
63 static GLuint _uniform_sky_uPv;
64 static GLuint _uniform_sky_uMdl;
65 static GLuint _uniform_sky_uColour;
66 static void shader_sky_uPv(m4x4f m){
67 glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
68 }
69 static void shader_sky_uMdl(m4x3f m){
70 glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
71 }
72 static void shader_sky_uColour(v4f v){
73 glUniform4fv( _uniform_sky_uColour, 1, v );
74 }
75 static void shader_sky_register(void){
76 vg_shader_register( &_shader_sky );
77 }
78 static void shader_sky_use(void){ glUseProgram(_shader_sky.id); }
79 static void shader_sky_link(void){
80 _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
81 _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
82 _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
83 }
84 #endif /* SHADER_sky_H */