.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"
+"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"
""},
.fs =
{
-.orig_file = "../../shaders/gate_lq.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
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 );
+ 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 );
+ glUniformMatrix4x3fv(_uniform_gatelq_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_gatelq_uTime(float f){
- glUniform1f( _uniform_gatelq_uTime, f );
+ glUniform1f(_uniform_gatelq_uTime,f);
}
static void shader_gatelq_uCam(v3f v){
- glUniform3fv( _uniform_gatelq_uCam, 1, v );
+ glUniform3fv(_uniform_gatelq_uCam,1,v);
}
static void shader_gatelq_uInvRes(v2f v){
- glUniform2fv( _uniform_gatelq_uInvRes, 1, v );
+ glUniform2fv(_uniform_gatelq_uInvRes,1,v);
}
static void shader_gatelq_register(void){
vg_shader_register( &_shader_gatelq );