update to new shader system
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / standard.h
diff --git a/shaders/standard.h b/shaders/standard.h
new file mode 100644 (file)
index 0000000..59aa1d9
--- /dev/null
@@ -0,0 +1,89 @@
+#ifndef SHADER_standard_H
+#define SHADER_standard_H
+static void shader_standard_link(void);
+static void shader_standard_register(void);
+static struct vg_shader _shader_standard = {
+   .name = "standard",
+   .link = shader_standard_link,
+   .vs = 
+{
+.orig_file = "../shaders/standard.vs",
+.static_src = 
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec3 a_norm;\n"
+"layout (location=2) in vec4 a_colour;\n"
+"layout (location=3) in vec2 a_uv;\n"
+"\n"
+"#line      2        0 \n"
+"\n"
+"uniform mat4 uPv;\n"
+"uniform mat4x3 uMdl;\n"
+"\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+"   gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+"   aColour = a_colour;\n"
+"   aUv = a_uv;\n"
+"   aNorm = mat3(uMdl) * a_norm;\n"
+"   aCo = a_co;\n"
+"}\n"
+""},
+   .fs = 
+{
+.orig_file = "../shaders/standard.fs",
+.static_src = 
+"out vec4 FragColor;\n"
+"\n"
+"uniform sampler2D uTexMain;\n"
+"uniform vec4 uColour;\n"
+"\n"
+"in vec4 aColour;\n"
+"in vec2 aUv;\n"
+"in vec3 aNorm;\n"
+"in vec3 aCo;\n"
+"\n"
+"void main()\n"
+"{\n"
+"   vec3 diffuse = texture( uTexMain, aUv ).rgb;\n"
+"   float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));\n"
+"   float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));\n"
+"   diffuse += vec3(0.2,0.2,0.2) +\n"
+"             vec3(1.0,1.0,0.9)*light1 + \n"
+"             vec3(0.1,0.3,0.4)*light2;\n"
+"   FragColor = vec4(diffuse*uColour.rgb, aColour.a*uColour.a);\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_standard_uPv;
+static GLuint _uniform_standard_uMdl;
+static GLuint _uniform_standard_uTexMain;
+static GLuint _uniform_standard_uColour;
+static void shader_standard_uPv(m4x4f m){
+   glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m );
+}
+static void shader_standard_uMdl(m4x3f m){
+   glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m );
+}
+static void shader_standard_uTexMain(int i){
+   glUniform1i( _uniform_standard_uTexMain, i );
+}
+static void shader_standard_uColour(v4f v){
+   glUniform4fv( _uniform_standard_uColour, 1, v );
+}
+static void shader_standard_register(void){
+   vg_shader_register( &_shader_standard );
+}
+static void shader_standard_use(void){ glUseProgram(_shader_standard.id); }
+static void shader_standard_link(void){
+   _uniform_standard_uPv = glGetUniformLocation( _shader_standard.id, "uPv" );
+   _uniform_standard_uMdl = glGetUniformLocation( _shader_standard.id, "uMdl" );
+   _uniform_standard_uTexMain = glGetUniformLocation( _shader_standard.id, "uTexMain" );
+   _uniform_standard_uColour = glGetUniformLocation( _shader_standard.id, "uColour" );
+}
+#endif /* SHADER_standard_H */