X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fgatelq.h;fp=shaders%2Fgatelq.h;h=0000000000000000000000000000000000000000;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=b717aa96f3918290974c8ea28492aa1ba13c0677;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gatelq.h b/shaders/gatelq.h deleted file mode 100644 index b717aa9..0000000 --- a/shaders/gatelq.h +++ /dev/null @@ -1,96 +0,0 @@ -#ifndef SHADER_gatelq_H -#define SHADER_gatelq_H -static void shader_gatelq_link(void); -static void shader_gatelq_register(void); -static struct vg_shader _shader_gatelq = { - .name = "gatelq", - .link = shader_gatelq_link, - .vs = -{ -.static_src = -"layout (location=0) in vec3 a_co;\n" -"layout (location=1) in vec3 a_norm;\n" -"layout (location=2) in vec2 a_uv;\n" -"layout (location=3) in vec4 a_colour;\n" -"layout (location=4) in vec4 a_weights;\n" -"layout (location=5) in ivec4 a_groups;\n" -"\n" -"#line 2 0 \n" -"uniform mat4 uPv;\n" -"uniform mat4x3 uMdl;\n" -"\n" -"out vec3 aNorm;\n" -"out vec2 aUv;\n" -"out vec3 aCo;\n" -"\n" -"void main()\n" -"{\n" -" vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n" -" gl_Position = uPv * vec4(world_pos,1.0);\n" -"\n" -" aNorm = a_norm;\n" -" aCo = world_pos;\n" -" aUv = a_uv;\n" -"}\n" -""}, - .fs = -{ -.static_src = -"out vec4 FragColor;\n" -"\n" -"uniform float uTime;\n" -"uniform vec3 uCam;\n" -"uniform vec2 uInvRes;\n" -"\n" -"in vec3 aNorm;\n" -"in vec2 aUv;\n" -"in vec3 aCo;\n" -"\n" -"void main()\n" -"{\n" -" vec2 ssuv = gl_FragCoord.xy;\n" -" float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n" -" \n" -" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n" -" float dither = fract( vDither.g / 71.0 ) - 0.5;\n" -"\n" -" if( opacity+dither<0.5 )\n" -" discard;\n" -"\n" -" FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n" -"}\n" -""}, -}; - -static GLuint _uniform_gatelq_uPv; -static GLuint _uniform_gatelq_uMdl; -static GLuint _uniform_gatelq_uTime; -static GLuint _uniform_gatelq_uCam; -static GLuint _uniform_gatelq_uInvRes; -static void shader_gatelq_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_gatelq_uPv,1,GL_FALSE,(float*)m); -} -static void shader_gatelq_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_gatelq_uMdl,1,GL_FALSE,(float*)m); -} -static void shader_gatelq_uTime(float f){ - glUniform1f(_uniform_gatelq_uTime,f); -} -static void shader_gatelq_uCam(v3f v){ - glUniform3fv(_uniform_gatelq_uCam,1,v); -} -static void shader_gatelq_uInvRes(v2f v){ - glUniform2fv(_uniform_gatelq_uInvRes,1,v); -} -static void shader_gatelq_register(void){ - vg_shader_register( &_shader_gatelq ); -} -static void shader_gatelq_use(void){ glUseProgram(_shader_gatelq.id); } -static void shader_gatelq_link(void){ - _uniform_gatelq_uPv = glGetUniformLocation( _shader_gatelq.id, "uPv" ); - _uniform_gatelq_uMdl = glGetUniformLocation( _shader_gatelq.id, "uMdl" ); - _uniform_gatelq_uTime = glGetUniformLocation( _shader_gatelq.id, "uTime" ); - _uniform_gatelq_uCam = glGetUniformLocation( _shader_gatelq.id, "uCam" ); - _uniform_gatelq_uInvRes = glGetUniformLocation( _shader_gatelq.id, "uInvRes" ); -} -#endif /* SHADER_gatelq_H */