-#ifndef SHADER_model_font_H
-#define SHADER_model_font_H
-static void shader_model_font_link(void);
-static void shader_model_font_register(void);
-static struct vg_shader _shader_model_font = {
- .name = "model_font",
- .link = shader_model_font_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_model_font;
+extern GLuint _uniform_model_font_uMdl;
+extern GLuint _uniform_model_font_uPv;
+extern GLuint _uniform_model_font_uPvmPrev;
+extern GLuint _uniform_model_font_uOffset;
+extern GLuint _uniform_model_font_uTexMain;
+extern GLuint _uniform_model_font_uColour;
+extern GLuint _uniform_model_font_uTexSceneDepth;
+extern GLuint _uniform_model_font_uInverseRatioDepth;
+extern GLuint _uniform_model_font_uInverseRatioMain;
+extern GLuint _uniform_model_font_uDepthMode;
+extern GLuint _uniform_model_font_uDitherCutoff;
+static inline void shader_model_font_uMdl(m4x3f m)
{
-.orig_file = "shaders/model_font.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"
-"\n"
-"#line 1 1 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line 2 0 \n"
-"\n"
-"out vec3 aMotionVec0;\n"
-"out vec3 aMotionVec1;\n"
-"\n"
-"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
-"{\n"
-" // This magically solves some artifacting errors!\n"
-" //\n"
-" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
-"\n"
-" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
-" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
-"}\n"
-"\n"
-"#line 6 0 \n"
-"\n"
-"uniform mat4x3 uMdl;\n"
-"uniform mat4 uPv;\n"
-"uniform mat4 uPvmPrev;\n"
-"uniform vec4 uOffset;\n"
-"\n"
-"out vec2 aUv;\n"
-"out vec4 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec3 co = a_co*uOffset.w+uOffset.xyz;\n"
-" vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
-" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
-" vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
-"\n"
-" vs_motion_out( vproj0, vproj1 );\n"
-"\n"
-" gl_Position = vproj0;\n"
-"\n"
-" aUv = a_uv;\n"
-" aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
-" aCo = co;\n"
-" aWorldCo = world_pos0;\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "shaders/model_font.fs",
-.static_src =
-"layout (location = 0) out vec4 oColour;\n"
-"\n"
-"uniform sampler2D uTexMain;\n"
-"uniform vec4 uColour;\n"
-"\n"
-"in vec2 aUv;\n"
-"in vec4 aNorm;\n"
-"in vec3 aCo;\n"
-"\n"
-"#line 1 1 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line 2 0 \n"
-"\n"
-"layout (location = 1) out vec2 oMotionVec;\n"
-"\n"
-"in vec3 aMotionVec0;\n"
-"in vec3 aMotionVec1;\n"
-"\n"
-"void compute_motion_vectors()\n"
-"{\n"
-" // Write motion vectors\n"
-" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
-" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
-"\n"
-" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
-"}\n"
-"\n"
-"#line 11 0 \n"
-"\n"
-"void main()\n"
-"{\n"
-" compute_motion_vectors();\n"
-" oColour = texture( uTexMain, aUv ) * uColour;\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_model_font_uMdl;
-static GLuint _uniform_model_font_uPv;
-static GLuint _uniform_model_font_uPvmPrev;
-static GLuint _uniform_model_font_uOffset;
-static GLuint _uniform_model_font_uTexMain;
-static GLuint _uniform_model_font_uColour;
-static void shader_model_font_uMdl(m4x3f m){
- glUniformMatrix4x3fv(_uniform_model_font_uMdl,1,GL_FALSE,(float*)m);
+ glUniformMatrix4x3fv(_uniform_model_font_uMdl,1,GL_FALSE,(f32*)m);
}
-static void shader_model_font_uPv(m4x4f m){
- glUniformMatrix4fv(_uniform_model_font_uPv,1,GL_FALSE,(float*)m);
+static inline void shader_model_font_uPv(m4x4f m)
+{
+ glUniformMatrix4fv(_uniform_model_font_uPv,1,GL_FALSE,(f32*)m);
}
-static void shader_model_font_uPvmPrev(m4x4f m){
- glUniformMatrix4fv(_uniform_model_font_uPvmPrev,1,GL_FALSE,(float*)m);
+static inline void shader_model_font_uPvmPrev(m4x4f m)
+{
+ glUniformMatrix4fv(_uniform_model_font_uPvmPrev,1,GL_FALSE,(f32*)m);
}
-static void shader_model_font_uOffset(v4f v){
+static inline void shader_model_font_uOffset(v4f v)
+{
glUniform4fv(_uniform_model_font_uOffset,1,v);
}
-static void shader_model_font_uTexMain(int i){
+static inline void shader_model_font_uTexMain(int i)
+{
glUniform1i(_uniform_model_font_uTexMain,i);
}
-static void shader_model_font_uColour(v4f v){
+static inline void shader_model_font_uColour(v4f v)
+{
glUniform4fv(_uniform_model_font_uColour,1,v);
}
-static void shader_model_font_register(void){
- vg_shader_register( &_shader_model_font );
+static inline void shader_model_font_uTexSceneDepth(int i)
+{
+ glUniform1i(_uniform_model_font_uTexSceneDepth,i);
+}
+static inline void shader_model_font_uInverseRatioDepth(v3f v)
+{
+ glUniform3fv(_uniform_model_font_uInverseRatioDepth,1,v);
+}
+static inline void shader_model_font_uInverseRatioMain(v3f v)
+{
+ glUniform3fv(_uniform_model_font_uInverseRatioMain,1,v);
+}
+static inline void shader_model_font_uDepthMode(int b)
+{
+ glUniform1i(_uniform_model_font_uDepthMode,b);
+}
+static inline void shader_model_font_uDitherCutoff(f32 f)
+{
+ glUniform1f(_uniform_model_font_uDitherCutoff,f);
}
-static void shader_model_font_use(void){ glUseProgram(_shader_model_font.id); }
-static void shader_model_font_link(void){
- _uniform_model_font_uMdl = glGetUniformLocation( _shader_model_font.id, "uMdl" );
- _uniform_model_font_uPv = glGetUniformLocation( _shader_model_font.id, "uPv" );
- _uniform_model_font_uPvmPrev = glGetUniformLocation( _shader_model_font.id, "uPvmPrev" );
- _uniform_model_font_uOffset = glGetUniformLocation( _shader_model_font.id, "uOffset" );
- _uniform_model_font_uTexMain = glGetUniformLocation( _shader_model_font.id, "uTexMain" );
- _uniform_model_font_uColour = glGetUniformLocation( _shader_model_font.id, "uColour" );
+static inline void shader_model_font_use(void);
+static inline void shader_model_font_use(void)
+{
+ glUseProgram(_shader_model_font.id);
}
-#endif /* SHADER_model_font_H */