-#ifndef SHADER_unlit_H
-#define SHADER_unlit_H
-static void shader_unlit_link(void);
-static void shader_unlit_register(void);
-static struct vg_shader _shader_unlit = {
- .name = "unlit",
- .link = shader_unlit_link,
- .vs =
-{
-.orig_file = "../../shaders/standard.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 2 0 \n"
-"\n"
-"uniform mat4 uPv;\n"
-"uniform mat4x3 uMdl;\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_pos = uMdl * vec4(a_co,1.0);\n"
-" gl_Position = uPv * vec4( world_pos, 1.0 );\n"
-" aColour = a_colour;\n"
-" aUv = a_uv;\n"
-" aNorm = mat3(uMdl) * a_norm;\n"
-" aCo = a_co;\n"
-" aWorldCo = world_pos;\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "../../shaders/unlit.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"\n"
-"uniform sampler2D uTexMain;\n"
-"uniform vec4 uColour;\n"
-"\n"
-"in vec4 aColour;\n"
-"in vec2 aUv;\n"
-"in vec3 aNorm;\n"
-"in vec3 aCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
-" FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_unlit_uPv;
-static GLuint _uniform_unlit_uMdl;
-static GLuint _uniform_unlit_uTexMain;
-static GLuint _uniform_unlit_uColour;
-static void shader_unlit_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_unlit_uPv, 1, GL_FALSE, (float *)m );
-}
-static void shader_unlit_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_unlit_uMdl, 1, GL_FALSE, (float *)m );
-}
-static void shader_unlit_uTexMain(int i){
- glUniform1i( _uniform_unlit_uTexMain, i );
-}
-static void shader_unlit_uColour(v4f v){
- glUniform4fv( _uniform_unlit_uColour, 1, v );
-}
-static void shader_unlit_register(void){
- vg_shader_register( &_shader_unlit );
-}
-static void shader_unlit_use(void){ glUseProgram(_shader_unlit.id); }
-static void shader_unlit_link(void){
- _uniform_unlit_uPv = glGetUniformLocation( _shader_unlit.id, "uPv" );
- _uniform_unlit_uMdl = glGetUniformLocation( _shader_unlit.id, "uMdl" );
- _uniform_unlit_uTexMain = glGetUniformLocation( _shader_unlit.id, "uTexMain" );
- _uniform_unlit_uColour = glGetUniformLocation( _shader_unlit.id, "uColour" );
-}
-#endif /* SHADER_unlit_H */