X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;ds=sidebyside;f=shaders%2Fmodel_gate_unlinked.h;h=93ab1e32de8240bf985f5c857af8f22770479187;hb=25c2e032930910c469e9f5278b8001b93f1a140a;hp=b617ab59148f37cdfba6001b4e7e638cea09c9eb;hpb=011d58eed52dab1ec6444b9a4d79365a66c38325;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_gate_unlinked.h b/shaders/model_gate_unlinked.h index b617ab5..93ab1e3 100644 --- a/shaders/model_gate_unlinked.h +++ b/shaders/model_gate_unlinked.h @@ -1,153 +1,38 @@ -#ifndef SHADER_model_gate_unlinked_H -#define SHADER_model_gate_unlinked_H -static void shader_model_gate_unlinked_link(void); -static void shader_model_gate_unlinked_register(void); -static struct vg_shader _shader_model_gate_unlinked = { - .name = "model_gate_unlinked", - .link = shader_model_gate_unlinked_link, - .vs = +#pragma once +#include "vg/vg_engine.h" +extern struct vg_shader _shader_model_gate_unlinked; +extern GLuint _uniform_model_gate_unlinked_uMdl; +extern GLuint _uniform_model_gate_unlinked_uPv; +extern GLuint _uniform_model_gate_unlinked_uPvmPrev; +extern GLuint _uniform_model_gate_unlinked_uTime; +extern GLuint _uniform_model_gate_unlinked_uCam; +extern GLuint _uniform_model_gate_unlinked_uColour; +static inline void shader_model_gate_unlinked_uMdl(m4x3f m) { -.orig_file = "shaders/model.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 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 9 0 \n" -"\n" -"uniform mat4x3 uMdl;\n" -"uniform mat4 uPv;\n" -"uniform mat4 uPvmPrev;\n" -"\n" -"out vec4 aColour;\n" -"out vec2 aUv;\n" -"out vec3 aNorm;\n" -"out vec3 aCo;\n" -"out vec3 aWorldCo;\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" -" aWorldCo = world_pos0;\n" -" aColour = a_colour;\n" -" aUv = a_uv;\n" -" aNorm = mat3(uMdl) * a_norm;\n" -" aCo = a_co;\n" -"}\n" -""}, - .fs = -{ -.orig_file = "shaders/model_gate_unlinked.fs", -.static_src = -"out vec4 FragColor;\n" -"\n" -"uniform float uTime;\n" -"uniform vec3 uCam;\n" -"uniform vec4 uColour;\n" -"\n" -"in vec3 aNorm;\n" -"in vec2 aUv;\n" -"in vec3 aCo;\n" -"\n" -"#line 1 1 \n" -"const float k_motion_lerp_amount = 0.01;\n" -"\n" -"#line 2 0 \n" -"\n" -"layout (location = 1) out vec2 oMotionVec;\n" -"\n" -"in vec3 aMotionVec0;\n" -"in vec3 aMotionVec1;\n" -"\n" -"void compute_motion_vectors()\n" -"{\n" -" // Write motion vectors\n" -" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n" -" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n" -"\n" -" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" -"}\n" -"\n" -"#line 12 0 \n" -"\n" -"void main(){\n" -" compute_motion_vectors();\n" -"\n" -" vec2 ssuv = gl_FragCoord.xy;\n" -" float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);\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 = uColour;\n" -"}\n" -""}, -}; - -static GLuint _uniform_model_gate_unlinked_uMdl; -static GLuint _uniform_model_gate_unlinked_uPv; -static GLuint _uniform_model_gate_unlinked_uPvmPrev; -static GLuint _uniform_model_gate_unlinked_uTime; -static GLuint _uniform_model_gate_unlinked_uCam; -static GLuint _uniform_model_gate_unlinked_uColour; -static void shader_model_gate_unlinked_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_model_gate_unlinked_uMdl,1,GL_FALSE,(float*)m); + glUniformMatrix4x3fv(_uniform_model_gate_unlinked_uMdl,1,GL_FALSE,(f32*)m); } -static void shader_model_gate_unlinked_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_model_gate_unlinked_uPv,1,GL_FALSE,(float*)m); +static inline void shader_model_gate_unlinked_uPv(m4x4f m) +{ + glUniformMatrix4fv(_uniform_model_gate_unlinked_uPv,1,GL_FALSE,(f32*)m); } -static void shader_model_gate_unlinked_uPvmPrev(m4x4f m){ - glUniformMatrix4fv(_uniform_model_gate_unlinked_uPvmPrev,1,GL_FALSE,(float*)m); +static inline void shader_model_gate_unlinked_uPvmPrev(m4x4f m) +{ + glUniformMatrix4fv(_uniform_model_gate_unlinked_uPvmPrev,1,GL_FALSE,(f32*)m); } -static void shader_model_gate_unlinked_uTime(float f){ +static inline void shader_model_gate_unlinked_uTime(f32 f) +{ glUniform1f(_uniform_model_gate_unlinked_uTime,f); } -static void shader_model_gate_unlinked_uCam(v3f v){ +static inline void shader_model_gate_unlinked_uCam(v3f v) +{ glUniform3fv(_uniform_model_gate_unlinked_uCam,1,v); } -static void shader_model_gate_unlinked_uColour(v4f v){ +static inline void shader_model_gate_unlinked_uColour(v4f v) +{ glUniform4fv(_uniform_model_gate_unlinked_uColour,1,v); } -static void shader_model_gate_unlinked_register(void){ - vg_shader_register( &_shader_model_gate_unlinked ); -} -static void shader_model_gate_unlinked_use(void){ glUseProgram(_shader_model_gate_unlinked.id); } -static void shader_model_gate_unlinked_link(void){ - _uniform_model_gate_unlinked_uMdl = glGetUniformLocation( _shader_model_gate_unlinked.id, "uMdl" ); - _uniform_model_gate_unlinked_uPv = glGetUniformLocation( _shader_model_gate_unlinked.id, "uPv" ); - _uniform_model_gate_unlinked_uPvmPrev = glGetUniformLocation( _shader_model_gate_unlinked.id, "uPvmPrev" ); - _uniform_model_gate_unlinked_uTime = glGetUniformLocation( _shader_model_gate_unlinked.id, "uTime" ); - _uniform_model_gate_unlinked_uCam = glGetUniformLocation( _shader_model_gate_unlinked.id, "uCam" ); - _uniform_model_gate_unlinked_uColour = glGetUniformLocation( _shader_model_gate_unlinked.id, "uColour" ); +static inline void shader_model_gate_unlinked_use(void); +static inline void shader_model_gate_unlinked_use(void) +{ + glUseProgram(_shader_model_gate_unlinked.id); } -#endif /* SHADER_model_gate_unlinked_H */