-#ifndef SHADER_particle_H
-#define SHADER_particle_H
-static void shader_particle_link(void);
-static void shader_particle_register(void);
-static struct vg_shader _shader_particle = {
- .name = "particle",
- .link = shader_particle_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_particle;
+extern GLuint _uniform_particle_uPv;
+extern GLuint _uniform_particle_uPvPrev;
+static inline void shader_particle_uPv(m4x4f m)
{
-.orig_file = "shaders/particle.vs",
-.static_src =
-"layout (location=0) in vec3 a_co;\n"
-"layout (location=1) in vec4 a_colour;\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 5 0 \n"
-"\n"
-"uniform mat4 uPv;\n"
-"uniform mat4 uPvPrev;\n"
-"\n"
-"out vec4 aColour;\n"
-"\n"
-"void main(){\n"
-" vec4 vproj0 = uPv * vec4( a_co, 1.0 );\n"
-" vec4 vproj1 = uPvPrev * vec4( a_co, 1.0 );\n"
-" vs_motion_out( vproj0, vproj1 );\n"
-"\n"
-" gl_Position = vproj0;\n"
-" aColour = a_colour;\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "shaders/particle.fs",
-.static_src =
-"layout (location = 0) out vec4 oColour;\n"
-"in vec4 aColour;\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 5 0 \n"
-"\n"
-"void main(){\n"
-" compute_motion_vectors();\n"
-"\n"
-" //vec2 ssuv = gl_FragCoord.xy;\n"
-" //vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
-" //float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
-"\n"
-" //if( vsamplemain.a+dither<0.5 )\n"
-" // discard;\n"
-"\n"
-" oColour = aColour;\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_particle_uPv;
-static GLuint _uniform_particle_uPvPrev;
-static void shader_particle_uPv(m4x4f m){
- glUniformMatrix4fv(_uniform_particle_uPv,1,GL_FALSE,(float*)m);
-}
-static void shader_particle_uPvPrev(m4x4f m){
- glUniformMatrix4fv(_uniform_particle_uPvPrev,1,GL_FALSE,(float*)m);
+ glUniformMatrix4fv(_uniform_particle_uPv,1,GL_FALSE,(f32*)m);
}
-static void shader_particle_register(void){
- vg_shader_register( &_shader_particle );
+static inline void shader_particle_uPvPrev(m4x4f m)
+{
+ glUniformMatrix4fv(_uniform_particle_uPvPrev,1,GL_FALSE,(f32*)m);
}
-static void shader_particle_use(void){ glUseProgram(_shader_particle.id); }
-static void shader_particle_link(void){
- _uniform_particle_uPv = glGetUniformLocation( _shader_particle.id, "uPv" );
- _uniform_particle_uPvPrev = glGetUniformLocation( _shader_particle.id, "uPvPrev" );
+static inline void shader_particle_use(void);
+static inline void shader_particle_use(void)
+{
+ glUseProgram(_shader_particle.id);
}
-#endif /* SHADER_particle_H */