3 static void shader_unlit_link(void);
4 static void shader_unlit_register(void);
5 static struct vg_shader _shader_unlit
= {
7 .link
= shader_unlit_link
,
10 .orig_file
= "../shaders/standard.vs",
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"
20 "uniform mat4x3 uMdl;\n"
26 "out vec3 aWorldCo;\n"
30 " vec3 world_pos = uMdl * vec4(a_co,1.0);\n"
31 " gl_Position = uPv * vec4( world_pos, 1.0 );\n"
32 " aColour = a_colour;\n"
34 " aNorm = mat3(uMdl) * a_norm;\n"
36 " aWorldCo = world_pos;\n"
41 .orig_file
= "../shaders/unlit.fs",
43 "out vec4 FragColor;\n"
45 "uniform sampler2D uTexMain;\n"
46 "uniform vec4 uColour;\n"
55 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
56 " FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);\n"
61 static GLuint _uniform_unlit_uPv
;
62 static GLuint _uniform_unlit_uMdl
;
63 static GLuint _uniform_unlit_uTexMain
;
64 static GLuint _uniform_unlit_uColour
;
65 static void shader_unlit_uPv(m4x4f m
){
66 glUniformMatrix4fv( _uniform_unlit_uPv
, 1, GL_FALSE
, (float *)m
);
68 static void shader_unlit_uMdl(m4x3f m
){
69 glUniformMatrix4x3fv( _uniform_unlit_uMdl
, 1, GL_FALSE
, (float *)m
);
71 static void shader_unlit_uTexMain(int i
){
72 glUniform1i( _uniform_unlit_uTexMain
, i
);
74 static void shader_unlit_uColour(v4f v
){
75 glUniform4fv( _uniform_unlit_uColour
, 1, v
);
77 static void shader_unlit_register(void){
78 vg_shader_register( &_shader_unlit
);
80 static void shader_unlit_use(void){ glUseProgram(_shader_unlit
.id
); }
81 static void shader_unlit_link(void){
82 _uniform_unlit_uPv
= glGetUniformLocation( _shader_unlit
.id
, "uPv" );
83 _uniform_unlit_uMdl
= glGetUniformLocation( _shader_unlit
.id
, "uMdl" );
84 _uniform_unlit_uTexMain
= glGetUniformLocation( _shader_unlit
.id
, "uTexMain" );
85 _uniform_unlit_uColour
= glGetUniformLocation( _shader_unlit
.id
, "uColour" );
87 #endif /* SHADER_unlit_H */