ignore autogenerated headers
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / point_map.h
diff --git a/shaders/point_map.h b/shaders/point_map.h
deleted file mode 100644 (file)
index 006c98f..0000000
+++ /dev/null
@@ -1,168 +0,0 @@
-#ifndef SHADER_point_map_H
-#define SHADER_point_map_H
-static void shader_point_map_link(void);
-static void shader_point_map_register(void);
-static struct vg_shader _shader_point_map = {
-   .name = "point_map",
-   .link = shader_point_map_link,
-   .vs = 
-{
-.orig_file = "shaders/cloud.vs",
-.static_src = 
-"layout (location=0) in vec4 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 mat4x3 uMdl;\n"
-"uniform mat3 uNormMtx;\n"
-"uniform mat4 uPv;\n"
-"uniform mat4 uPvmPrev;\n"
-"uniform vec4 uAnim;\n"
-"\n"
-"out vec4 aColour;\n"
-"out vec3 aWorldCo;\n"
-"out vec3 aCo;\n"
-"\n"
-"vec2 rand_hash22( vec2 p )\n"
-"{\n"
-"   vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
-"   p3 += dot(p3, p3.yzx+19.19);\n"
-"   return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
-"}\n"
-"\n"
-"vec3 gridify( vec3 p, float s, float t )\n"
-"{\n"
-"   vec3 co = p*s;\n"
-"   vec2 r2 = rand_hash22(p.xz);\n"
-"   vec3 grid = (vec3(floor(co.x),co.y,floor(co.z))+vec3(0.5,0.0,0.5)) * (1.0/s);\n"
-"\n"
-"   float t1 = 1.0-t;\n"
-"         t1 = 1.0-t1*t1;\n"
-"   float t2 = t*t;\n"
-"\n"
-"   return mix( p, grid, t1 ) + t2*vec3(0.0,r2.y*r2.y*0.2,0.0);\n"
-"}\n"
-"\n"
-"void main()\n"
-"{\n"
-"   vec3 co = gridify( a_co.xyz, uAnim.x, uAnim.y );\n"
-"\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"
-"   float scaler = smoothstep(0.6,0.58,length(co.xz));\n"
-"\n"
-"   vs_motion_out( vproj0, vproj1 );\n"
-"\n"
-"   gl_Position = vproj0;\n"
-"   gl_PointSize = (9.0*scaler) / (max( gl_Position.z, 2.0 ));\n"
-"   aWorldCo = world_pos0;\n"
-"   aColour = a_colour*scaler*(1.0-uAnim.y*uAnim.y);\n"
-"   aCo = co;\n"
-"}\n"
-""},
-   .fs = 
-{
-.orig_file = "shaders/cloud.fs",
-.static_src = 
-"out vec4 FragColor;\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      4        0 \n"
-"\n"
-"uniform vec3 uCamera;\n"
-"\n"
-"in vec4 aColour;\n"
-"in vec3 aCo;\n"
-"in vec3 aWorldCo;\n"
-"\n"
-"void main()\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"
-"   float diff = length(gl_PointCoord.xy-vec2(0.5));\n"
-"   if( diff+dither>0.5 )discard;\n"
-"\n"
-"   compute_motion_vectors();\n"
-"   FragColor = aColour;\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_point_map_uMdl;
-static GLuint _uniform_point_map_uNormMtx;
-static GLuint _uniform_point_map_uPv;
-static GLuint _uniform_point_map_uPvmPrev;
-static GLuint _uniform_point_map_uAnim;
-static GLuint _uniform_point_map_uCamera;
-static void shader_point_map_uMdl(m4x3f m){
-   glUniformMatrix4x3fv(_uniform_point_map_uMdl,1,GL_FALSE,(float*)m);
-}
-static void shader_point_map_uNormMtx(m3x3f m){
-   glUniformMatrix3fv(_uniform_point_map_uNormMtx,1,GL_FALSE,(float*)m);
-}
-static void shader_point_map_uPv(m4x4f m){
-   glUniformMatrix4fv(_uniform_point_map_uPv,1,GL_FALSE,(float*)m);
-}
-static void shader_point_map_uPvmPrev(m4x4f m){
-   glUniformMatrix4fv(_uniform_point_map_uPvmPrev,1,GL_FALSE,(float*)m);
-}
-static void shader_point_map_uAnim(v4f v){
-   glUniform4fv(_uniform_point_map_uAnim,1,v);
-}
-static void shader_point_map_uCamera(v3f v){
-   glUniform3fv(_uniform_point_map_uCamera,1,v);
-}
-static void shader_point_map_register(void){
-   vg_shader_register( &_shader_point_map );
-}
-static void shader_point_map_use(void){ glUseProgram(_shader_point_map.id); }
-static void shader_point_map_link(void){
-   _uniform_point_map_uMdl = glGetUniformLocation( _shader_point_map.id, "uMdl" );
-   _uniform_point_map_uNormMtx = glGetUniformLocation( _shader_point_map.id, "uNormMtx" );
-   _uniform_point_map_uPv = glGetUniformLocation( _shader_point_map.id, "uPv" );
-   _uniform_point_map_uPvmPrev = glGetUniformLocation( _shader_point_map.id, "uPvmPrev" );
-   _uniform_point_map_uAnim = glGetUniformLocation( _shader_point_map.id, "uAnim" );
-   _uniform_point_map_uCamera = glGetUniformLocation( _shader_point_map.id, "uCamera" );
-}
-#endif /* SHADER_point_map_H */