-#ifndef SHADER_model_sky_H
-#define SHADER_model_sky_H
-static void shader_model_sky_link(void);
-static void shader_model_sky_register(void);
-static struct vg_shader _shader_model_sky = {
- .name = "model_sky",
- .link = shader_model_sky_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_model_sky;
+extern GLuint _uniform_model_sky_uMdl;
+extern GLuint _uniform_model_sky_uPv;
+extern GLuint _uniform_model_sky_uPvmPrev;
+extern GLuint _uniform_model_sky_uTexGarbage;
+extern GLuint _uniform_model_sky_g_world_depth;
+extern GLuint _uniform_model_sky_uLightsArray;
+extern GLuint _uniform_model_sky_uLightsIndex;
+static inline void shader_model_sky_uMdl(m4x3f m)
{
-.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 = mat3(uMdl) * a_norm;\n"
-" aCo = a_co;\n"
-"}\n"
-""},
- .fs =
-{
-.static_src =
-"layout (location = 0) out vec4 oColour;\n"
-"\n"
-"uniform vec4 uColour;\n"
-"uniform sampler2D uTexGarbage;\n"
-"uniform float uTime;\n"
-"\n"
-"in vec4 aColour;\n"
-"in vec2 aUv;\n"
-"in vec3 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 13 0 \n"
-"\n"
-"void main()\n"
-"{\n"
-" compute_motion_vectors();\n"
-"\n"
-" float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
-" float fblend = pow(fintensity,4.0);\n"
-" vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
-" vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
-" vec3 diffuse = mix( skycolour, horizon, fblend );\n"
-"\n"
-" float fmove = uTime * 0.004;\n"
-" vec2 cloudplane = (aNorm.xz / (aNorm.y*sign(aNorm.y))) * 0.05;\n"
-" vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
-" vec4 clouds2 = texture( uTexGarbage, cloudplane + vec2(0.3,0.1)*fmove );\n"
-"\n"
-" float cloud_d = max(clouds1.b*clouds2.r -0.2 - clouds2.g*0.4,0.0);\n"
-" float cloud_e = pow(cloud_d,1.5)*pow(abs(aNorm.y),0.3)*2.0;\n"
-"\n"
-" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
-" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
-"\n"
-" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
-" oColour = vec4(pow(skycomp, vec3(1.5)),1.0);\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_model_sky_uMdl;
-static GLuint _uniform_model_sky_uPv;
-static GLuint _uniform_model_sky_uPvmPrev;
-static GLuint _uniform_model_sky_uColour;
-static GLuint _uniform_model_sky_uTexGarbage;
-static GLuint _uniform_model_sky_uTime;
-static void shader_model_sky_uMdl(m4x3f m){
- glUniformMatrix4x3fv(_uniform_model_sky_uMdl,1,GL_FALSE,(float*)m);
-}
-static void shader_model_sky_uPv(m4x4f m){
- glUniformMatrix4fv(_uniform_model_sky_uPv,1,GL_FALSE,(float*)m);
+ glUniformMatrix4x3fv(_uniform_model_sky_uMdl,1,GL_FALSE,(f32*)m);
}
-static void shader_model_sky_uPvmPrev(m4x4f m){
- glUniformMatrix4fv(_uniform_model_sky_uPvmPrev,1,GL_FALSE,(float*)m);
+static inline void shader_model_sky_uPv(m4x4f m)
+{
+ glUniformMatrix4fv(_uniform_model_sky_uPv,1,GL_FALSE,(f32*)m);
}
-static void shader_model_sky_uColour(v4f v){
- glUniform4fv(_uniform_model_sky_uColour,1,v);
+static inline void shader_model_sky_uPvmPrev(m4x4f m)
+{
+ glUniformMatrix4fv(_uniform_model_sky_uPvmPrev,1,GL_FALSE,(f32*)m);
}
-static void shader_model_sky_uTexGarbage(int i){
+static inline void shader_model_sky_uTexGarbage(int i)
+{
glUniform1i(_uniform_model_sky_uTexGarbage,i);
}
-static void shader_model_sky_uTime(float f){
- glUniform1f(_uniform_model_sky_uTime,f);
-}
-static void shader_model_sky_register(void){
- vg_shader_register( &_shader_model_sky );
+static inline void shader_model_sky_g_world_depth(int i)
+{
+ glUniform1i(_uniform_model_sky_g_world_depth,i);
}
-static void shader_model_sky_use(void){ glUseProgram(_shader_model_sky.id); }
-static void shader_model_sky_link(void){
- _uniform_model_sky_uMdl = glGetUniformLocation( _shader_model_sky.id, "uMdl" );
- _uniform_model_sky_uPv = glGetUniformLocation( _shader_model_sky.id, "uPv" );
- _uniform_model_sky_uPvmPrev = glGetUniformLocation( _shader_model_sky.id, "uPvmPrev" );
- _uniform_model_sky_uColour = glGetUniformLocation( _shader_model_sky.id, "uColour" );
- _uniform_model_sky_uTexGarbage = glGetUniformLocation( _shader_model_sky.id, "uTexGarbage" );
- _uniform_model_sky_uTime = glGetUniformLocation( _shader_model_sky.id, "uTime" );
+static inline void shader_model_sky_use(void);
+static inline void shader_model_sky_use(void)
+{
+ glUseProgram(_shader_model_sky.id);
}
-#endif /* SHADER_model_sky_H */