X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_board_view.h;fp=shaders%2Fmodel_board_view.h;h=0000000000000000000000000000000000000000;hb=bececcbb7b2e886e72425e7c070e1fdc3aa126dc;hp=c5aa59a7b1ffb1abd1aa735064ca692503e7e862;hpb=93790b71d3a89724255dc73239e38c08ad4bbac7;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_board_view.h b/shaders/model_board_view.h deleted file mode 100644 index c5aa59a..0000000 --- a/shaders/model_board_view.h +++ /dev/null @@ -1,65 +0,0 @@ -#pragma once -#include "vg/vg_engine.h" -extern struct vg_shader _shader_model_board_view; -extern GLuint _uniform_model_board_view_uMdl; -extern GLuint _uniform_model_board_view_uPv; -extern GLuint _uniform_model_board_view_uPvmPrev; -extern GLuint _uniform_model_board_view_uTexMain; -extern GLuint _uniform_model_board_view_uCamera; -extern GLuint _uniform_model_board_view_g_world_depth; -extern GLuint _uniform_model_board_view_uLightsArray; -extern GLuint _uniform_model_board_view_uLightsIndex; -extern GLuint _uniform_model_board_view_uTexSceneDepth; -extern GLuint _uniform_model_board_view_uInverseRatioDepth; -extern GLuint _uniform_model_board_view_uInverseRatioMain; -extern GLuint _uniform_model_board_view_uDepthMode; -extern GLuint _uniform_model_board_view_uDitherCutoff; -static inline void shader_model_board_view_uMdl(m4x3f m) -{ - glUniformMatrix4x3fv(_uniform_model_board_view_uMdl,1,GL_FALSE,(f32*)m); -} -static inline void shader_model_board_view_uPv(m4x4f m) -{ - glUniformMatrix4fv(_uniform_model_board_view_uPv,1,GL_FALSE,(f32*)m); -} -static inline void shader_model_board_view_uPvmPrev(m4x4f m) -{ - glUniformMatrix4fv(_uniform_model_board_view_uPvmPrev,1,GL_FALSE,(f32*)m); -} -static inline void shader_model_board_view_uTexMain(int i) -{ - glUniform1i(_uniform_model_board_view_uTexMain,i); -} -static inline void shader_model_board_view_uCamera(v3f v) -{ - glUniform3fv(_uniform_model_board_view_uCamera,1,v); -} -static inline void shader_model_board_view_g_world_depth(int i) -{ - glUniform1i(_uniform_model_board_view_g_world_depth,i); -} -static inline void shader_model_board_view_uTexSceneDepth(int i) -{ - glUniform1i(_uniform_model_board_view_uTexSceneDepth,i); -} -static inline void shader_model_board_view_uInverseRatioDepth(v3f v) -{ - glUniform3fv(_uniform_model_board_view_uInverseRatioDepth,1,v); -} -static inline void shader_model_board_view_uInverseRatioMain(v3f v) -{ - glUniform3fv(_uniform_model_board_view_uInverseRatioMain,1,v); -} -static inline void shader_model_board_view_uDepthMode(int b) -{ - glUniform1i(_uniform_model_board_view_uDepthMode,b); -} -static inline void shader_model_board_view_uDitherCutoff(f32 f) -{ - glUniform1f(_uniform_model_board_view_uDitherCutoff,f); -} -static inline void shader_model_board_view_use(void); -static inline void shader_model_board_view_use(void) -{ - glUseProgram(_shader_model_board_view.id); -}