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"
29 " gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
30 " aColour = a_colour;\n"
32 " aNorm = mat3(uMdl) * a_norm;\n"
38 .orig_file
= "../shaders/unlit.fs",
40 "out vec4 FragColor;\n"
42 "uniform sampler2D uTexMain;\n"
43 "uniform vec4 uColour;\n"
52 " vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
53 " FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);\n"
58 static GLuint _uniform_unlit_uPv
;
59 static GLuint _uniform_unlit_uMdl
;
60 static GLuint _uniform_unlit_uTexMain
;
61 static GLuint _uniform_unlit_uColour
;
62 static void shader_unlit_uPv(m4x4f m
){
63 glUniformMatrix4fv( _uniform_unlit_uPv
, 1, GL_FALSE
, (float *)m
);
65 static void shader_unlit_uMdl(m4x3f m
){
66 glUniformMatrix4x3fv( _uniform_unlit_uMdl
, 1, GL_FALSE
, (float *)m
);
68 static void shader_unlit_uTexMain(int i
){
69 glUniform1i( _uniform_unlit_uTexMain
, i
);
71 static void shader_unlit_uColour(v4f v
){
72 glUniform4fv( _uniform_unlit_uColour
, 1, v
);
74 static void shader_unlit_register(void){
75 vg_shader_register( &_shader_unlit
);
77 static void shader_unlit_use(void){ glUseProgram(_shader_unlit
.id
); }
78 static void shader_unlit_link(void){
79 _uniform_unlit_uPv
= glGetUniformLocation( _shader_unlit
.id
, "uPv" );
80 _uniform_unlit_uMdl
= glGetUniformLocation( _shader_unlit
.id
, "uMdl" );
81 _uniform_unlit_uTexMain
= glGetUniformLocation( _shader_unlit
.id
, "uTexMain" );
82 _uniform_unlit_uColour
= glGetUniformLocation( _shader_unlit
.id
, "uColour" );
84 #endif /* SHADER_unlit_H */