--- /dev/null
+#ifndef SHADER_unlit_H
+#define SHADER_unlit_H
+static void shader_unlit_link(void);
+static void shader_unlit_register(void);
+static struct vg_shader _shader_unlit = {
+ .name = "unlit",
+ .link = shader_unlit_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/unlit.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"
+" FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_unlit_uPv;
+static GLuint _uniform_unlit_uMdl;
+static GLuint _uniform_unlit_uTexMain;
+static GLuint _uniform_unlit_uColour;
+static void shader_unlit_uPv(m4x4f m){
+ glUniformMatrix4fv( _uniform_unlit_uPv, 1, GL_FALSE, (float *)m );
+}
+static void shader_unlit_uMdl(m4x3f m){
+ glUniformMatrix4x3fv( _uniform_unlit_uMdl, 1, GL_FALSE, (float *)m );
+}
+static void shader_unlit_uTexMain(int i){
+ glUniform1i( _uniform_unlit_uTexMain, i );
+}
+static void shader_unlit_uColour(v4f v){
+ glUniform4fv( _uniform_unlit_uColour, 1, v );
+}
+static void shader_unlit_register(void){
+ vg_shader_register( &_shader_unlit );
+}
+static void shader_unlit_use(void){ glUseProgram(_shader_unlit.id); }
+static void shader_unlit_link(void){
+ _uniform_unlit_uPv = glGetUniformLocation( _shader_unlit.id, "uPv" );
+ _uniform_unlit_uMdl = glGetUniformLocation( _shader_unlit.id, "uMdl" );
+ _uniform_unlit_uTexMain = glGetUniformLocation( _shader_unlit.id, "uTexMain" );
+ _uniform_unlit_uColour = glGetUniformLocation( _shader_unlit.id, "uColour" );
+}
+#endif /* SHADER_unlit_H */