+++ /dev/null
-#ifndef SHADER_gatelq_H
-#define SHADER_gatelq_H
-static void shader_gatelq_link(void);
-static void shader_gatelq_register(void);
-static struct vg_shader _shader_gatelq = {
- .name = "gatelq",
- .link = shader_gatelq_link,
- .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 =
-{
-.static_src =
-"out vec4 FragColor;\n"
-"\n"
-"uniform float uTime;\n"
-"uniform vec3 uCam;\n"
-"uniform vec2 uInvRes;\n"
-"\n"
-"in vec3 aNorm;\n"
-"in vec2 aUv;\n"
-"in vec3 aCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec2 ssuv = gl_FragCoord.xy;\n"
-" float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\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+dither<0.5 )\n"
-" discard;\n"
-"\n"
-" FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_gatelq_uPv;
-static GLuint _uniform_gatelq_uMdl;
-static GLuint _uniform_gatelq_uTime;
-static GLuint _uniform_gatelq_uCam;
-static GLuint _uniform_gatelq_uInvRes;
-static void shader_gatelq_uPv(m4x4f m){
- glUniformMatrix4fv(_uniform_gatelq_uPv,1,GL_FALSE,(float*)m);
-}
-static void shader_gatelq_uMdl(m4x3f m){
- glUniformMatrix4x3fv(_uniform_gatelq_uMdl,1,GL_FALSE,(float*)m);
-}
-static void shader_gatelq_uTime(float f){
- glUniform1f(_uniform_gatelq_uTime,f);
-}
-static void shader_gatelq_uCam(v3f v){
- glUniform3fv(_uniform_gatelq_uCam,1,v);
-}
-static void shader_gatelq_uInvRes(v2f v){
- glUniform2fv(_uniform_gatelq_uInvRes,1,v);
-}
-static void shader_gatelq_register(void){
- vg_shader_register( &_shader_gatelq );
-}
-static void shader_gatelq_use(void){ glUseProgram(_shader_gatelq.id); }
-static void shader_gatelq_link(void){
- _uniform_gatelq_uPv = glGetUniformLocation( _shader_gatelq.id, "uPv" );
- _uniform_gatelq_uMdl = glGetUniformLocation( _shader_gatelq.id, "uMdl" );
- _uniform_gatelq_uTime = glGetUniformLocation( _shader_gatelq.id, "uTime" );
- _uniform_gatelq_uCam = glGetUniformLocation( _shader_gatelq.id, "uCam" );
- _uniform_gatelq_uInvRes = glGetUniformLocation( _shader_gatelq.id, "uInvRes" );
-}
-#endif /* SHADER_gatelq_H */