-.orig_file = "shaders/model.vs",
-.static_src =
-"layout (location=0) in vec3 a_co;\n"
-"layout (location=1) in vec3 a_norm;\n"
-"layout (location=2) in vec2 a_uv;\n"
-"layout (location=3) in vec4 a_colour;\n"
-"layout (location=4) in vec4 a_weights;\n"
-"layout (location=5) in ivec4 a_groups;\n"
-"\n"
-"#line 1 1 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line 2 0 \n"
-"\n"
-"out vec3 aMotionVec0;\n"
-"out vec3 aMotionVec1;\n"
-"\n"
-"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
-"{\n"
-" // This magically solves some artifacting errors!\n"
-" //\n"
-" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
-"\n"
-" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
-" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
-"}\n"
-"\n"
-"#line 9 0 \n"
-"\n"
-"uniform mat4x3 uMdl;\n"
-"uniform mat4 uPv;\n"
-"uniform mat4 uPvmPrev;\n"
-"\n"
-"out vec4 aColour;\n"
-"out vec2 aUv;\n"
-"out vec3 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
-" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
-" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
-"\n"
-" vs_motion_out( vproj0, vproj1 );\n"
-"\n"
-" gl_Position = vproj0;\n"
-" aWorldCo = world_pos0;\n"
-" aColour = a_colour;\n"
-" aUv = a_uv;\n"
-" aNorm = mat3(uMdl) * a_norm;\n"
-" aCo = a_co;\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "shaders/model_gate_unlinked.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"\n"
-"uniform float uTime;\n"
-"uniform vec3 uCam;\n"
-"uniform vec4 uColour;\n"
-"\n"
-"in vec3 aNorm;\n"
-"in vec2 aUv;\n"
-"in vec3 aCo;\n"
-"\n"
-"#line 1 1 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line 2 0 \n"
-"\n"
-"layout (location = 1) out vec2 oMotionVec;\n"
-"\n"
-"in vec3 aMotionVec0;\n"
-"in vec3 aMotionVec1;\n"
-"\n"
-"void compute_motion_vectors()\n"
-"{\n"
-" // Write motion vectors\n"
-" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
-" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
-"\n"
-" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
-"}\n"
-"\n"
-"#line 12 0 \n"
-"\n"
-"const int NOISE_LOOP = 3;\n"
-"vec3 digital_noise( uvec3 iuv ){\n"
-" iuv *=uvec3(8,2524,7552);\n"
-" for( int i=0; i<NOISE_LOOP; i++ )\n"
-" iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;\n"
-" return vec3(iuv)*(1.0/float(0xffffffffU));\n"
-"}\n"
-"\n"
-"vec2 rand_hash22( vec2 p ){\n"
-" vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
-" p3 += dot(p3, p3.yzx+19.19);\n"
-" return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
-"}\n"
-"\n"
-"void main(){\n"
-" compute_motion_vectors();\n"
-"\n"
-" vec2 ssuv = gl_FragCoord.xy;\n"
-" float grad = 1.0-aUv.y*0.1;\n"
-" float opacity = rand_hash22( vec2(floor(aUv.y*100.0),floor(aCo.z*10.0+uTime*40.0)) ).r*grad;\n"
-" \n"
-" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
-" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
-"\n"
-" if( opacity<0.9 )\n"
-" discard;\n"
-"\n"
-" FragColor = vec4(0.7,0.5,0.5,1.0);\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_model_gate_unlinked_uMdl;
-static GLuint _uniform_model_gate_unlinked_uPv;
-static GLuint _uniform_model_gate_unlinked_uPvmPrev;
-static GLuint _uniform_model_gate_unlinked_uTime;
-static GLuint _uniform_model_gate_unlinked_uCam;
-static GLuint _uniform_model_gate_unlinked_uColour;
-static void shader_model_gate_unlinked_uMdl(m4x3f m){
- glUniformMatrix4x3fv(_uniform_model_gate_unlinked_uMdl,1,GL_FALSE,(float*)m);