much improve
[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 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 "out vec3 aWorldCo;\n"
27 "\n"
28 "void main()\n"
29 "{\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"
33 " aUv = a_uv;\n"
34 " aNorm = mat3(uMdl) * a_norm;\n"
35 " aCo = a_co;\n"
36 " aWorldCo = world_pos;\n"
37 "}\n"
38 ""},
39 .fs =
40 {
41 .orig_file = "../../shaders/unlit.fs",
42 .static_src =
43 "out vec4 FragColor;\n"
44 "\n"
45 "uniform sampler2D uTexMain;\n"
46 "uniform vec4 uColour;\n"
47 "\n"
48 "in vec4 aColour;\n"
49 "in vec2 aUv;\n"
50 "in vec3 aNorm;\n"
51 "in vec3 aCo;\n"
52 "\n"
53 "void main()\n"
54 "{\n"
55 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
56 " FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);\n"
57 "}\n"
58 ""},
59 };
60
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 );
67 }
68 static void shader_unlit_uMdl(m4x3f m){
69 glUniformMatrix4x3fv( _uniform_unlit_uMdl, 1, GL_FALSE, (float *)m );
70 }
71 static void shader_unlit_uTexMain(int i){
72 glUniform1i( _uniform_unlit_uTexMain, i );
73 }
74 static void shader_unlit_uColour(v4f v){
75 glUniform4fv( _uniform_unlit_uColour, 1, v );
76 }
77 static void shader_unlit_register(void){
78 vg_shader_register( &_shader_unlit );
79 }
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" );
86 }
87 #endif /* SHADER_unlit_H */