X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fgatelq.h;fp=shaders%2Fgatelq.h;h=0bedde22013fbb283972e5cde13a521c4f03f02f;hb=1656d58a7bd17df4a1edcc9677ade4dbafc82229;hp=0000000000000000000000000000000000000000;hpb=e36cb7e44611855d39ba84710a7007ca659e9cd5;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gatelq.h b/shaders/gatelq.h new file mode 100644 index 0000000..0bedde2 --- /dev/null +++ b/shaders/gatelq.h @@ -0,0 +1,96 @@ +#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 = +{ +.orig_file = "../shaders/gate.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" +"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 = +{ +.orig_file = "../shaders/gate_lq.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 */