-#ifndef SHADER_scene_position_H
-#define SHADER_scene_position_H
-static void shader_scene_position_link(void);
-static void shader_scene_position_register(void);
-static struct vg_shader _shader_scene_position = {
- .name = "scene_position",
- .link = shader_scene_position_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_scene_position;
+extern GLuint _uniform_scene_position_uMdl;
+extern GLuint _uniform_scene_position_uPv;
+extern GLuint _uniform_scene_position_uPvmPrev;
+extern GLuint _uniform_scene_position_uCamera;
+extern GLuint _uniform_scene_position_uBoard0;
+extern GLuint _uniform_scene_position_uBoard1;
+extern GLuint _uniform_scene_position_g_world_depth;
+extern GLuint _uniform_scene_position_uLightsArray;
+extern GLuint _uniform_scene_position_uLightsIndex;
+static inline void shader_scene_position_uMdl(m4x3f m)
{
-.orig_file = "shaders/scene.vs",
-.static_src =
-"layout (location=0) in vec3 a_co;\n"
-"layout (location=1) in vec4 a_norm;\n"
-"layout (location=2) in vec2 a_uv;\n"
-"layout (location=3) in ivec4 a_lights;\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 7 0 \n"
-"\n"
-"uniform mat4x3 uMdl;\n"
-"uniform mat4 uPv;\n"
-"uniform mat4 uPvmPrev;\n"
-"\n"
-"out vec2 aUv;\n"
-"out vec4 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"\n"
-"flat out ivec4 light_indices;\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"
-"\n"
-" aUv = a_uv;\n"
-" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
-" aCo = a_co;\n"
-" aWorldCo = world_pos0;\n"
-"\n"
-" light_indices = a_lights;\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "shaders/scene_position.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"\n"
-"uniform vec3 uCamera;\n"
-"uniform vec3 uBoard0;\n"
-"uniform vec3 uBoard1;\n"
-"\n"
-"#line 1 1 \n"
-"// :D\n"
-"\n"
-"in vec2 aUv;\n"
-"in vec4 aNorm;\n"
-"in vec3 aCo;\n"
-"in vec3 aWorldCo;\n"
-"flat in ivec4 light_indices;\n"
-"\n"
-"uniform samplerBuffer uLightsArray;\n"
-"uniform usampler3D uLightsIndex;\n"
-"\n"
-"#line 1 1 \n"
-"layout (location = 0) out vec4 oColour;\n"
-"\n"
-"layout (std140) uniform ub_world_lighting\n"
-"{\n"
-" vec4 g_cube_min;\n"
-" vec4 g_cube_inv_range;\n"
-"\n"
-" vec4 g_light_colours[3];\n"
-" vec4 g_light_directions[3];\n"
-" vec4 g_ambient_colour;\n"
-"\n"
-" vec4 g_water_plane;\n"
-" vec4 g_depth_bounds;\n"
-" float g_water_fog;\n"
-" float g_time;\n"
-" int g_light_count;\n"
-" int g_light_preview;\n"
-" int g_shadow_samples;\n"
-"\n"
-" int g_debug_indices;\n"
-" int g_debug_complexity;\n"
-"\n"
-" // g_time ?\n"
-"\n"
-" //vec4 g_point_light_positions[32];\n"
-" //vec4 g_point_light_colours[32];\n"
-"};\n"
-"\n"
-"uniform sampler2D g_world_depth;\n"
-"\n"
-"float world_depth_sample( vec3 pos )\n"
-"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
-" return texture( g_world_depth, depth_coord ).r;\n"
-"}\n"
-"\n"
-"float world_water_depth( vec3 pos )\n"
-"{\n"
-" vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
-" float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-" return texture( g_world_depth, depth_coord ).g - ref_depth;\n"
-"}\n"
-"\n"
-"float shadow_sample( vec3 vdir )\n"
-"{\n"
-" vec3 sample_pos = aWorldCo + vdir;\n"
-" float height_sample = world_depth_sample( sample_pos );\n"
-"\n"
-" float fdelta = height_sample - sample_pos.y;\n"
-" return clamp( fdelta, 0.1, 0.2 )-0.1;\n"
-"}\n"
-"\n"
-"vec3 apply_fog( vec3 vfrag, float fdist )\n"
-"{\n"
-" float dist = pow(fdist*0.0008,1.2);\n"
-" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
-"}\n"
-"\n"
-"\n"
-"// New lighting model\n"
-"\n"
-"vec3 newlight_compute_ambient()\n"
-"{\n"
-" return g_ambient_colour.rgb;\n"
-"}\n"
-"\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-" if( g_shadow_samples == 0 )\n"
-" {\n"
-" return 1.0;\n"
-" }\n"
-"\n"
-" float fspread = g_light_colours[0].w;\n"
-" vec3 vdir = dir;\n"
-" float flength = g_light_directions[0].w;\n"
-"\n"
-" float famt = 0.0;\n"
-" famt+=shadow_sample((vdir+vec3(-0.563, 0.550, 0.307)*fspread)*flength*0.1);\n"
-" famt+=shadow_sample((vdir+vec3( 0.808, 0.686, 0.346)*fspread)*flength*0.2);\n"
-" famt+=shadow_sample((vdir+vec3( 0.787, 0.074,-0.065)*fspread)*flength*0.3);\n"
-" famt+=shadow_sample((vdir+vec3(-0.593, 0.071,-0.425)*fspread)*flength*0.4);\n"
-" famt+=shadow_sample((vdir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-" famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-" famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-" famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
-"\n"
-" return 1.0 - famt;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_world_diffuse( vec3 wnormal )\n"
-"{\n"
-" vec3 vtotal = g_ambient_colour.rgb;\n"
-"\n"
-" for( int i=0; i<g_light_count; i++ )\n"
-" {\n"
-" vec3 vcolour = g_light_colours[i].rgb;\n"
-" vec3 vdir = g_light_directions[i].xyz;\n"
-"\n"
-" float flight = max(dot( vdir, wnormal )*0.75+0.25,0.0);\n"
-" vtotal += vcolour*flight;\n"
-" }\n"
-"\n"
-" return vtotal;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
-"{\n"
-" vec3 vcolour = g_light_colours[0].rgb;\n"
-" vec3 vdir = g_light_directions[0].xyz;\n"
-"\n"
-" vec3 specdir = reflect( -vdir, wnormal );\n"
-" float spec = pow(max(dot( halfview, specdir ), 0.0), 10.0);\n"
-" return vcolour*spec*fintensity;\n"
-"}\n"
-"\n"
-"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
-"{\n"
-" vec3 specdir = reflect( -dir, wnormal );\n"
-" return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_quadratic( vec3 wnormal, float max_dist,\n"
-" vec3 light_colour, vec3 light_pos )\n"
-"{\n"
-" vec3 light_delta = light_pos-aWorldCo;\n"
-"\n"
-" float dist2 = dot(light_delta,light_delta);\n"
-"\n"
-" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
-" attenuation *= max( dot( normalize(light_delta), wnormal ), 0.0 );\n"
-"\n"
-" float falloff = max( 0.0, 1.0-(dist2*max_dist) );\n"
-" return light_colour * attenuation * falloff;\n"
-"}\n"
-"\n"
-"vec3 newlight_compute_spot( vec3 wnormal, vec3 halfview, \n"
-" vec3 light_colour, vec3 light_pos,\n"
-" vec4 light_dir )\n"
-"{\n"
-" vec3 light_delta = (light_pos-aWorldCo) * 10.0;\n"
-"\n"
-" float quadratic = dot(light_delta,light_delta);\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
-"\n"
-" light_delta = normalize( light_delta );\n"
-" attenuation *= max( 0.0, dot( light_delta, wnormal ) );\n"
-"\n"
-" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) ),\n"
-" falloff = max( 0.0,( spot_theta - light_dir.w ) / (1.0-light_dir.w) );\n"
-"\n"
-" return light_colour*attenuation*falloff;\n"
-"}\n"
-"\n"
-"#line 13 0 \n"
-"#line 1 2 \n"
-"const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
-"const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
-"const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
-"const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
-"const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
-"const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 ) * 1.125;\n"
-"\n"
-"const float SUN_ANGLE = 0.0001;\n"
-"const float TIME_RATE = 0.025;\n"
-"\n"
-"const float PI = 3.14159265;\n"
-"\n"
-"struct world_info\n"
-"{\n"
-" float time,\n"
-" time_of_day,\n"
-" day_phase,\n"
-" sunset_phase;\n"
-" \n"
-" vec3 sun_dir;\n"
-"};\n"
-"\n"
-"float luminance( vec3 v )\n"
-"{\n"
-" return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
-"}\n"
-"\n"
-"vec3 scene_ambient( vec3 dir, const world_info w )\n"
-"{\n"
-" float sun_azimuth = dot( dir.xz, w.sun_dir.xz ) * 0.4 + 0.6;\n"
-" float sky_gradient = dir.y;\n"
-" \n"
-" /* Blend phase colours */\n"
-" vec3 ambient = DAYSKY_COLOUR * (w.day_phase-w.sunset_phase*0.1);\n"
-" ambient += SUNSET_COLOUR * (1.0-dir.y*0.5) * w.sunset_phase * sun_azimuth;\n"
-" ambient += NIGHTSKY_COLOUR * (1.0-w.day_phase);\n"
-" \n"
-" /* Add gradient */\n"
-" ambient -= sky_gradient * luminance(ambient);\n"
-" \n"
-" return ambient;\n"
-"}\n"
-"\n"
-"vec3 scene_sky( vec3 ray_dir, const world_info w )\n"
-"{\n"
-" ray_dir.y = abs( ray_dir.y );\n"
-" vec3 sky_colour = scene_ambient( ray_dir, w );\n"
-" \n"
-" /* Sun */\n"
-" float sun_theta = dot( ray_dir, w.sun_dir );\n"
-" float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
-" float sun_shape = pow( sun_size, 2000.0 );\n"
-" sun_shape += sun_size * max(w.sun_dir.y,0.0) * 0.5;\n"
-" \n"
-" vec3 sun_colour = mix( vec3(1.0), SUNSET_COLOUR, w.sunset_phase*0.5 );\n"
-" sun_colour *= sun_shape;\n"
-" \n"
-" vec3 composite = sky_colour + sun_colour;\n"
-" return composite;\n"
-"}\n"
-"\n"
-"vec3 scene_compute_ambient( vec3 normal, const world_info w )\n"
-"{\n"
-" return scene_ambient( (normal * vec3(1.0,-1.0,1.0)) * 0.5 + 0.5, w );\n"
-"}\n"
-"\n"
-"vec3 SR_LIGHT( vec3 normal, vec2 dir, vec3 colour )\n"
-"{\n"
-" vec3 dir3 = vec3\n"
-" (\n"
-" cos(dir.y) * cos(dir.x),\n"
-" sin(dir.x),\n"
-" sin(dir.y) * cos(dir.x)\n"
-" );\n"
-"\n"
-" float flight = max( dot( normal, dir3 ) * 0.75 + 0.25, 0.0 );\n"
-" \n"
-" return flight * colour;\n"
-"}\n"
-"\n"
-"vec3 scene_lighting_old( vec3 normal, const world_info w )\n"
-"{\n"
-" vec3 SR_COLOUR_SUN = vec3( 1.36, 1.35, 1.01 );\n"
-" vec3 SR_COLOUR_FILL = vec3( 0.33, 0.56, 0.64 );\n"
-" vec3 SR_COLOUR_RIM = vec3( 0.05, 0.05, 0.23 );\n"
-" \n"
-" return SR_LIGHT( normal, vec2( 0.63, -0.08 ), SR_COLOUR_SUN ) +\n"
-" SR_LIGHT( normal, vec2( -2.60, -0.13 ), SR_COLOUR_FILL ) + \n"
-" SR_LIGHT( normal, vec2( 2.60, -0.84 ), SR_COLOUR_RIM ) ;\n"
-"}\n"
-"\n"
-"vec3 scene_lighting( vec3 normal, float shadow, vec3 halfview, const world_info w )\n"
-"{\n"
-" float fresnel = 1.0 - abs(dot(normal,halfview));\n"
-"\n"
-" vec3 sky_reflection = 0.5 * fresnel * mix( DAYSKY_COLOUR, SUNSET_COLOUR, w.sunset_phase );\n"
-" vec3 light_sun = max(0.0,dot(normal,w.sun_dir)*0.75+0.25) * SUN_COLOUR \n"
-" * w.day_phase;\n"
-"\n"
-" float scaled_shadow = max( shadow, 1.0 - max(w.sun_dir.y,0.0) );\n"
-"\n"
-" vec3 ambient = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
-"\n"
-" return ambient + (light_sun + sky_reflection) * shadow;\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-"\n"
-" float sun_theta = dot( normal, w.sun_dir );\n"
-"\n"
-" float softness_min = 0.5;\n"
-" float softness = softness_min + w.sunset_phase * (1.0-softness_min);\n"
-" float light_min = 0.0 * w.day_phase;\n"
-" float light_direct = light_min + smoothstep( -softness, softness, sun_theta ) * (1.0-light_min);\n"
-" light_direct *= clamp(w.sun_dir.y * 4.0 + 1.0,0.0,1.0) * shadow;\n"
-" \n"
-" float light_bounce = 0.5 + 0.5 * dot( -normal, w.sun_dir );\n"
-" light_bounce *= light_bounce * max( w.sun_dir.y, 0.0 );\n"
-" \n"
-" vec3 light_colour = SUN_COLOUR*w.day_phase + (SUNSET_COLOUR*w.sunset_phase + 0.1);\n"
-" vec3 dark_colour = mix( AMBIENT_COLOUR, SUNSET_AMBIENT, w.sunset_phase );\n"
-" \n"
-" float spec = newlight_specular( normal, w.sun_dir, halfview, 2.0 ) \n"
-" * 0.2 * shadow * w.day_phase;\n"
-" \n"
-" return mix(dark_colour, light_colour, light_direct) + \n"
-" spec +\n"
-" dark_colour * light_bounce;\n"
-"}\n"
-"\n"
-"void scene_state( float world_time, out world_info w )\n"
-"{\n"
-" w.time = world_time;\n"
-" w.time_of_day = fract( w.time );\n"
-" w.day_phase = cos( w.time_of_day * PI * 2.0 ) * 0.5 + 0.5;\n"
-" w.sunset_phase = cos( w.time_of_day * PI * 4.0 + PI ) * 0.5 + 0.5;\n"
-" w.sunset_phase = pow( w.sunset_phase, 6.0 );\n"
-" \n"
-" float a = w.time_of_day * PI * 2.0;\n"
-" w.sun_dir = normalize( vec3( sin( a ), cos( a ), 0.2) );\n"
-"}\n"
-"\n"
-"\n"
-"#line 14 0 \n"
-"\n"
-"float sdLine( vec3 p, vec3 a, vec3 b )\n"
-"{\n"
-" vec3 pa = p - a;\n"
-" vec3 ba = b - a;\n"
-"\n"
-" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
-" return length( pa - ba*h );\n"
-"}\n"
-"\n"
-"float compute_board_shadow()\n"
-"{\n"
-" // player shadow\n"
-" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.1 );\n"
-" float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
-" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
-"\n"
-" return 1.0 - player_shadow*0.8;\n"
-"}\n"
-"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist )\n"
-"{\n"
-" float dist = pow(fdist*0.0010,0.78);\n"
-" return mix( vfrag, colour, min( 1.0, dist ) );\n"
-"}\n"
-"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-" p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-" p3 += dot(p3, p3.yxz+33.33);\n"
-" return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
-"vec3 scene_calculate_light( int light_index, \n"
-" vec3 halfview, vec3 co, vec3 normal )\n"
-"{\n"
-" vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
-" vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
-" vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
-"\n"
-" vec3 light_delta = light_co.xyz-co;\n"
-" float dist2 = dot(light_delta,light_delta);\n"
-"\n"
-" light_delta = normalize( light_delta );\n"
-"\n"
-" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
-" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
-"\n"
-" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
-"\n"
-" if( light_dir.w < 0.999999 )\n"
-" {\n"
-" float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
-" falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
-" }\n"
-"\n"
-" return light_colour.rgb * attenuation * falloff;\n"
-"}\n"
-"\n"
-"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
-" vec3 halfview, vec3 co, vec3 normal )\n"
-"{\n"
-" uint light_count = packed_index & 0x3u;\n"
-"\n"
-" vec3 l = vec3(0.0);\n"
-"\n"
-" if( light_count >= 1u )\n"
-" {\n"
-" int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
-" int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
-" int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
-"\n"
-" l += scene_calculate_light( index_0, halfview, co, normal );\n"
-"\n"
-" if( light_count >= 2u )\n"
-" {\n"
-" l += scene_calculate_light( index_1, halfview, co, normal );\n"
-"\n"
-" if( light_count >= 3u )\n"
-" {\n"
-" l += scene_calculate_light( index_2, halfview, co, normal );\n"
-" }\n"
-" }\n"
-" }\n"
-"\n"
-" return l;\n"
-"}\n"
-"\n"
-"vec3 scene_do_lighting( vec3 diffuse, vec3 wnormal )\n"
-"{\n"
-" world_info world;\n"
-" scene_state( g_time, world );\n"
-"\n"
-" // Lighting\n"
-" vec3 halfview = uCamera - aWorldCo;\n"
-" float fdist = length(halfview);\n"
-" halfview /= fdist;\n"
-"\n"
-" vec3 total_light = vec3(0.0);\n"
-" float world_shadow = newlight_compute_sun_shadow( world.sun_dir \n"
-" * (1.0/(max(world.sun_dir.y,0.0)+0.2)) );\n"
-" float board_shadow = compute_board_shadow();\n"
-"\n"
-" total_light += scene_lighting( wnormal, min( board_shadow, world_shadow ), \n"
-" halfview, world );\n"
-"\n"
-" vec3 cube_coord = (aWorldCo - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
-" cube_coord = floor( cube_coord );\n"
-"\n"
-" if( g_debug_indices == 1 )\n"
-" {\n"
-" return rand33(cube_coord);\n"
-" }\n"
-"\n"
-" if( g_debug_complexity == 1 )\n"
-" {\n"
-" ivec3 coord = ivec3( cube_coord );\n"
-" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
-"\n"
-" uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
-" return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
-" }\n"
-"\n"
-" // FIXME: this should absolutely must be clamped!\n"
-" \n"
-" ivec3 coord = ivec3( cube_coord );\n"
-" uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
-"\n"
-" total_light += \n"
-" scene_calculate_packed_light_patch( index_sample.x,\n"
-" halfview, aWorldCo, wnormal ) \n"
-" * board_shadow;\n"
-" total_light += \n"
-" scene_calculate_packed_light_patch( index_sample.y,\n"
-" halfview, aWorldCo, wnormal )\n"
-" * board_shadow;\n"
-"\n"
-" vec3 fog_colour = scene_sky( -halfview, world );\n"
-" return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
-"}\n"
-"\n"
-"#line 8 0 \n"
-"\n"
-"void main()\n"
-"{\n"
-" float height_full = aWorldCo.y;\n"
-" float height_water = height_full;\n"
-"\n"
-" if( height_water > (g_water_plane.y * g_water_plane.w) + 2.0 )\n"
-" height_water = -99999.9;\n"
-"\n"
-" FragColor = vec4( height_full, height_water, 0.0, 0.0 );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_scene_position_uMdl;
-static GLuint _uniform_scene_position_uPv;
-static GLuint _uniform_scene_position_uPvmPrev;
-static GLuint _uniform_scene_position_uCamera;
-static GLuint _uniform_scene_position_uBoard0;
-static GLuint _uniform_scene_position_uBoard1;
-static GLuint _uniform_scene_position_uLightsArray;
-static GLuint _uniform_scene_position_uLightsIndex;
-static GLuint _uniform_scene_position_g_world_depth;
-static void shader_scene_position_uMdl(m4x3f m){
- glUniformMatrix4x3fv(_uniform_scene_position_uMdl,1,GL_FALSE,(float*)m);
+ glUniformMatrix4x3fv(_uniform_scene_position_uMdl,1,GL_FALSE,(f32*)m);
}
-static void shader_scene_position_uPv(m4x4f m){
- glUniformMatrix4fv(_uniform_scene_position_uPv,1,GL_FALSE,(float*)m);
+static inline void shader_scene_position_uPv(m4x4f m)
+{
+ glUniformMatrix4fv(_uniform_scene_position_uPv,1,GL_FALSE,(f32*)m);
}
-static void shader_scene_position_uPvmPrev(m4x4f m){
- glUniformMatrix4fv(_uniform_scene_position_uPvmPrev,1,GL_FALSE,(float*)m);
+static inline void shader_scene_position_uPvmPrev(m4x4f m)
+{
+ glUniformMatrix4fv(_uniform_scene_position_uPvmPrev,1,GL_FALSE,(f32*)m);
}
-static void shader_scene_position_uCamera(v3f v){
+static inline void shader_scene_position_uCamera(v3f v)
+{
glUniform3fv(_uniform_scene_position_uCamera,1,v);
}
-static void shader_scene_position_uBoard0(v3f v){
+static inline void shader_scene_position_uBoard0(v3f v)
+{
glUniform3fv(_uniform_scene_position_uBoard0,1,v);
}
-static void shader_scene_position_uBoard1(v3f v){
+static inline void shader_scene_position_uBoard1(v3f v)
+{
glUniform3fv(_uniform_scene_position_uBoard1,1,v);
}
-static void shader_scene_position_g_world_depth(int i){
+static inline void shader_scene_position_g_world_depth(int i)
+{
glUniform1i(_uniform_scene_position_g_world_depth,i);
}
-static void shader_scene_position_register(void){
- vg_shader_register( &_shader_scene_position );
-}
-static void shader_scene_position_use(void){ glUseProgram(_shader_scene_position.id); }
-static void shader_scene_position_link(void){
- _uniform_scene_position_uMdl = glGetUniformLocation( _shader_scene_position.id, "uMdl" );
- _uniform_scene_position_uPv = glGetUniformLocation( _shader_scene_position.id, "uPv" );
- _uniform_scene_position_uPvmPrev = glGetUniformLocation( _shader_scene_position.id, "uPvmPrev" );
- _uniform_scene_position_uCamera = glGetUniformLocation( _shader_scene_position.id, "uCamera" );
- _uniform_scene_position_uBoard0 = glGetUniformLocation( _shader_scene_position.id, "uBoard0" );
- _uniform_scene_position_uBoard1 = glGetUniformLocation( _shader_scene_position.id, "uBoard1" );
- _uniform_scene_position_uLightsArray = glGetUniformLocation( _shader_scene_position.id, "uLightsArray" );
- _uniform_scene_position_uLightsIndex = glGetUniformLocation( _shader_scene_position.id, "uLightsIndex" );
- _uniform_scene_position_g_world_depth = glGetUniformLocation( _shader_scene_position.id, "g_world_depth" );
+static inline void shader_scene_position_use(void);
+static inline void shader_scene_position_use(void)
+{
+ glUseProgram(_shader_scene_position.id);
}
-#endif /* SHADER_scene_position_H */