bvh interface and high perf gate
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gatelq.h
diff --git a/shaders/gatelq.h b/shaders/gatelq.h
new file mode 100644 (file)
index 0000000..0bedde2
--- /dev/null
@@ -0,0 +1,96 @@
+#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 = 
+{
+.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 vec4 a_colour;\n"
+"layout (location=3) in vec2 a_uv;\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_lq.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 */