change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_gate.h
index 1bc558fd5e0be8bba07fe2603a89a7b4f63a6658..49986ba43a2a08c3fe574a193cd6c61d6460e02b 100644 (file)
-#ifndef SHADER_model_gate_H
-#define SHADER_model_gate_H
-static void shader_model_gate_link(void);
-static void shader_model_gate_register(void);
-static struct vg_shader _shader_model_gate = {
-   .name = "model_gate",
-   .link = shader_model_gate_link,
-   .vs = 
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_model_gate;
+extern GLuint _uniform_model_gate_uMdl;
+extern GLuint _uniform_model_gate_uPv;
+extern GLuint _uniform_model_gate_uPvmPrev;
+extern GLuint _uniform_model_gate_uTime;
+extern GLuint _uniform_model_gate_uCam;
+extern GLuint _uniform_model_gate_uInvRes;
+extern GLuint _uniform_model_gate_uColour;
+static inline void shader_model_gate_uMdl(m4x3f m)
 {
-.orig_file = "shaders/model.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       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      9        0 \n"
-"\n"
-"uniform mat4x3 uMdl;\n"
-"uniform mat4 uPv;\n"
-"uniform mat4 uPvmPrev;\n"
-"\n"
-"out vec4 aColour;\n"
-"out vec2 aUv;\n"
-"out vec3 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-"   vec3 world_pos0 = uMdl     * vec4( a_co, 1.0 );\n"
-"   vec4 vproj0     = uPv      * vec4( world_pos0, 1.0 );\n"
-"   vec4 vproj1     = uPvmPrev * vec4( a_co, 1.0 );\n"
-"\n"
-"   vs_motion_out( vproj0, vproj1 );\n"
-"\n"
-"   gl_Position = vproj0;\n"
-"   aWorldCo = world_pos0;\n"
-"   aColour = a_colour;\n"
-"   aUv = a_uv;\n"
-"   aNorm = normalize( mat3(uMdl) * a_norm );\n"
-"   aCo = a_co;\n"
-"}\n"
-""},
-   .fs = 
-{
-.orig_file = "shaders/model_gate_lq.fs",
-.static_src = 
-"out vec4 FragColor;\n"
-"\n"
-"uniform float uTime;\n"
-"uniform vec3 uCam;\n"
-"uniform vec2 uInvRes;\n"
-"uniform vec4 uColour;\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(0.0,1.0,aUv.y+uColour.a);\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 = uColour;\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_model_gate_uMdl;
-static GLuint _uniform_model_gate_uPv;
-static GLuint _uniform_model_gate_uPvmPrev;
-static GLuint _uniform_model_gate_uTime;
-static GLuint _uniform_model_gate_uCam;
-static GLuint _uniform_model_gate_uInvRes;
-static GLuint _uniform_model_gate_uColour;
-static void shader_model_gate_uMdl(m4x3f m){
-   glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m);
+   glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(f32*)m);
 }
-static void shader_model_gate_uPv(m4x4f m){
-   glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(float*)m);
+static inline void shader_model_gate_uPv(m4x4f m)
+{
+   glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(f32*)m);
 }
-static void shader_model_gate_uPvmPrev(m4x4f m){
-   glUniformMatrix4fv(_uniform_model_gate_uPvmPrev,1,GL_FALSE,(float*)m);
+static inline void shader_model_gate_uPvmPrev(m4x4f m)
+{
+   glUniformMatrix4fv(_uniform_model_gate_uPvmPrev,1,GL_FALSE,(f32*)m);
 }
-static void shader_model_gate_uTime(float f){
+static inline void shader_model_gate_uTime(f32 f)
+{
    glUniform1f(_uniform_model_gate_uTime,f);
 }
-static void shader_model_gate_uCam(v3f v){
+static inline void shader_model_gate_uCam(v3f v)
+{
    glUniform3fv(_uniform_model_gate_uCam,1,v);
 }
-static void shader_model_gate_uInvRes(v2f v){
+static inline void shader_model_gate_uInvRes(v2f v)
+{
    glUniform2fv(_uniform_model_gate_uInvRes,1,v);
 }
-static void shader_model_gate_uColour(v4f v){
+static inline void shader_model_gate_uColour(v4f v)
+{
    glUniform4fv(_uniform_model_gate_uColour,1,v);
 }
-static void shader_model_gate_register(void){
-   vg_shader_register( &_shader_model_gate );
-}
-static void shader_model_gate_use(void){ glUseProgram(_shader_model_gate.id); }
-static void shader_model_gate_link(void){
-   _uniform_model_gate_uMdl = glGetUniformLocation( _shader_model_gate.id, "uMdl" );
-   _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" );
-   _uniform_model_gate_uPvmPrev = glGetUniformLocation( _shader_model_gate.id, "uPvmPrev" );
-   _uniform_model_gate_uTime = glGetUniformLocation( _shader_model_gate.id, "uTime" );
-   _uniform_model_gate_uCam = glGetUniformLocation( _shader_model_gate.id, "uCam" );
-   _uniform_model_gate_uInvRes = glGetUniformLocation( _shader_model_gate.id, "uInvRes" );
-   _uniform_model_gate_uColour = glGetUniformLocation( _shader_model_gate.id, "uColour" );
+static inline void shader_model_gate_use(void);
+static inline void shader_model_gate_use(void)
+{
+   glUseProgram(_shader_model_gate.id);
 }
-#endif /* SHADER_model_gate_H */