fix motion vectors going through gate
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / unlit.h
1 #ifndef SHADER_unlit_H
2 #define SHADER_unlit_H
3 static void shader_unlit_link(void);
4 static void shader_unlit_register(void);
5 static struct vg_shader _shader_unlit = {
6 .name = "unlit",
7 .link = shader_unlit_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 vec2 a_uv;\n"
15 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
18 "\n"
19 "#line 2 0 \n"
20 "\n"
21 "uniform mat4 uPv;\n"
22 "uniform mat4x3 uMdl;\n"
23 "\n"
24 "out vec4 aColour;\n"
25 "out vec2 aUv;\n"
26 "out vec3 aNorm;\n"
27 "out vec3 aCo;\n"
28 "out vec3 aWorldCo;\n"
29 "\n"
30 "void main()\n"
31 "{\n"
32 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
33 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
34 " aColour = a_colour;\n"
35 " aUv = a_uv;\n"
36 " aNorm = mat3(uMdl) * a_norm;\n"
37 " aCo = a_co;\n"
38 " aWorldCo = world_pos;\n"
39 "}\n"
40 ""},
41 .fs =
42 {
43 .orig_file = "../../shaders/unlit.fs",
44 .static_src =
45 "out vec4 FragColor;\n"
46 "\n"
47 "uniform sampler2D uTexMain;\n"
48 "uniform vec4 uColour;\n"
49 "\n"
50 "in vec4 aColour;\n"
51 "in vec2 aUv;\n"
52 "in vec3 aNorm;\n"
53 "in vec3 aCo;\n"
54 "\n"
55 "void main()\n"
56 "{\n"
57 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
58 " FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);\n"
59 "}\n"
60 ""},
61 };
62
63 static GLuint _uniform_unlit_uPv;
64 static GLuint _uniform_unlit_uMdl;
65 static GLuint _uniform_unlit_uTexMain;
66 static GLuint _uniform_unlit_uColour;
67 static void shader_unlit_uPv(m4x4f m){
68 glUniformMatrix4fv( _uniform_unlit_uPv, 1, GL_FALSE, (float *)m );
69 }
70 static void shader_unlit_uMdl(m4x3f m){
71 glUniformMatrix4x3fv( _uniform_unlit_uMdl, 1, GL_FALSE, (float *)m );
72 }
73 static void shader_unlit_uTexMain(int i){
74 glUniform1i( _uniform_unlit_uTexMain, i );
75 }
76 static void shader_unlit_uColour(v4f v){
77 glUniform4fv( _uniform_unlit_uColour, 1, v );
78 }
79 static void shader_unlit_register(void){
80 vg_shader_register( &_shader_unlit );
81 }
82 static void shader_unlit_use(void){ glUseProgram(_shader_unlit.id); }
83 static void shader_unlit_link(void){
84 _uniform_unlit_uPv = glGetUniformLocation( _shader_unlit.id, "uPv" );
85 _uniform_unlit_uMdl = glGetUniformLocation( _shader_unlit.id, "uMdl" );
86 _uniform_unlit_uTexMain = glGetUniformLocation( _shader_unlit.id, "uTexMain" );
87 _uniform_unlit_uColour = glGetUniformLocation( _shader_unlit.id, "uColour" );
88 }
89 #endif /* SHADER_unlit_H */