+++ /dev/null
-#ifndef SHADER_gate_H
-#define SHADER_gate_H
-static void shader_gate_link(void);
-static void shader_gate_register(void);
-static struct vg_shader _shader_gate = {
- .name = "gate",
- .link = shader_gate_link,
- .vs =
-{
-.orig_file = "../../shaders/gate.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"
-"uniform mat4 uPv;\n"
-"uniform mat4x3 uMdl;\n"
-"\n"
-"out vec3 aNorm;\n"
-"out vec2 aUv;\n"
-"out vec3 aCo;\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"
-"\n"
-" aNorm = a_norm;\n"
-" aCo = world_pos;\n"
-" aUv = a_uv;\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "../../shaders/gate.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"\n"
-"uniform sampler2D uTexMain;\n"
-"uniform sampler2D uTexWater;\n"
-"uniform vec2 uInvRes;\n"
-"uniform float uTime;\n"
-"uniform vec3 uCam;\n"
-"\n"
-"in vec3 aNorm;\n"
-"in vec2 aUv;\n"
-"in vec3 aCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec2 ssuv = gl_FragCoord.xy*uInvRes;\n"
-" vec4 mapwater = texture( uTexWater, vec2(aUv.x,aUv.y-uTime));\n"
-"\n"
-" float undistort = smoothstep(0.1,0.6,distance( uCam, aCo )*0.1);\n"
-" vec2 trimedge = smoothstep(0.0,0.2,1.0-abs(ssuv-0.5)*2.0);\n"
-" undistort *= trimedge.x * trimedge.y;\n"
-"\n"
-" vec2 warpamt = (mapwater.rg-0.5)*0.05*aUv.y*undistort;\n"
-" vec4 mapbackbuffer = texture( uTexMain, ssuv + warpamt );\n"
-"\n"
-" float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
-" FragColor = vec4( mapbackbuffer.rgb, opacity );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_gate_uPv;
-static GLuint _uniform_gate_uMdl;
-static GLuint _uniform_gate_uTexMain;
-static GLuint _uniform_gate_uTexWater;
-static GLuint _uniform_gate_uInvRes;
-static GLuint _uniform_gate_uTime;
-static GLuint _uniform_gate_uCam;
-static void shader_gate_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_gate_uPv, 1, GL_FALSE, (float *)m );
-}
-static void shader_gate_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_gate_uMdl, 1, GL_FALSE, (float *)m );
-}
-static void shader_gate_uTexMain(int i){
- glUniform1i( _uniform_gate_uTexMain, i );
-}
-static void shader_gate_uTexWater(int i){
- glUniform1i( _uniform_gate_uTexWater, i );
-}
-static void shader_gate_uInvRes(v2f v){
- glUniform2fv( _uniform_gate_uInvRes, 1, v );
-}
-static void shader_gate_uTime(float f){
- glUniform1f( _uniform_gate_uTime, f );
-}
-static void shader_gate_uCam(v3f v){
- glUniform3fv( _uniform_gate_uCam, 1, v );
-}
-static void shader_gate_register(void){
- vg_shader_register( &_shader_gate );
-}
-static void shader_gate_use(void){ glUseProgram(_shader_gate.id); }
-static void shader_gate_link(void){
- _uniform_gate_uPv = glGetUniformLocation( _shader_gate.id, "uPv" );
- _uniform_gate_uMdl = glGetUniformLocation( _shader_gate.id, "uMdl" );
- _uniform_gate_uTexMain = glGetUniformLocation( _shader_gate.id, "uTexMain" );
- _uniform_gate_uTexWater = glGetUniformLocation( _shader_gate.id, "uTexWater" );
- _uniform_gate_uInvRes = glGetUniformLocation( _shader_gate.id, "uInvRes" );
- _uniform_gate_uTime = glGetUniformLocation( _shader_gate.id, "uTime" );
- _uniform_gate_uCam = glGetUniformLocation( _shader_gate.id, "uCam" );
-}
-#endif /* SHADER_gate_H */