X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_font.h;h=8ba6c7a20bde0308ad1f116c644b453a1f1b400c;hb=5f6a4f9df6c8accc89f1920bfe9ace3cbac4c4b6;hp=67ce50d090f32deaac5e64a5495a14f88fa034a3;hpb=a109f126d8adab622e38fbcc2d4281e75255246a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_font.h b/shaders/model_font.h index 67ce50d..8ba6c7a 100644 --- a/shaders/model_font.h +++ b/shaders/model_font.h @@ -1,192 +1,58 @@ -#ifndef SHADER_model_font_H -#define SHADER_model_font_H -static void shader_model_font_link(void); -static void shader_model_font_register(void); -static struct vg_shader _shader_model_font = { - .name = "model_font", - .link = shader_model_font_link, - .vs = +#pragma once +#include "vg/vg_engine.h" +extern struct vg_shader _shader_model_font; +extern GLuint _uniform_model_font_uMdl; +extern GLuint _uniform_model_font_uPv; +extern GLuint _uniform_model_font_uPvmPrev; +extern GLuint _uniform_model_font_uOffset; +extern GLuint _uniform_model_font_uTexMain; +extern GLuint _uniform_model_font_uColour; +extern GLuint _uniform_model_font_uTexSceneDepth; +extern GLuint _uniform_model_font_uInverseRatioDepth; +extern GLuint _uniform_model_font_uInverseRatioMain; +extern GLuint _uniform_model_font_uDepthCompare; +static inline void shader_model_font_uMdl(m4x3f m) { -.orig_file = "shaders/model_font.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" -"\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 6 0 \n" -"\n" -"uniform mat4x3 uMdl;\n" -"uniform mat4 uPv;\n" -"uniform mat4 uPvmPrev;\n" -"uniform vec4 uOffset;\n" -"\n" -"out vec2 aUv;\n" -"out vec4 aNorm;\n" -"out vec3 aCo;\n" -"out vec3 aWorldCo;\n" -"\n" -"void main()\n" -"{\n" -" vec3 co = a_co*uOffset.w+uOffset.xyz;\n" -" vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n" -" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" -" vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n" -"\n" -" vs_motion_out( vproj0, vproj1 );\n" -"\n" -" gl_Position = vproj0;\n" -"\n" -" aUv = a_uv;\n" -" aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n" -" aCo = co;\n" -" aWorldCo = world_pos0;\n" -"}\n" -""}, - .fs = -{ -.orig_file = "shaders/model_font.fs", -.static_src = -"layout (location = 0) out vec4 oColour;\n" -"\n" -"uniform sampler2D uTexMain;\n" -"uniform vec4 uColour;\n" -"\n" -"in vec2 aUv;\n" -"in vec4 aNorm;\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 11 0 \n" -"#line 1 2 \n" -"uniform sampler2D uTexSceneDepth;\n" -"uniform vec3 uInverseRatioDepth;\n" -"uniform vec3 uInverseRatioMain;\n" -"uniform bool uDepthCompare;\n" -"\n" -"float linear_depth( float depth, float near, float far ) {\n" -" float z = depth * 2.0 - 1.0;\n" -" return (2.0 * near * far) / (far + near - z * (far - near)); \n" -"}\n" -"\n" -"void depth_compare_dither(){\n" -" if( uDepthCompare ){\n" -" vec2 back_coord = gl_FragCoord.xy * uInverseRatioMain.xy \n" -" * uInverseRatioDepth.xy;\n" -" float back_depth = texture( uTexSceneDepth, back_coord ).r;\n" -" float front_depth = gl_FragCoord.z/gl_FragCoord.w;\n" -"\n" -" back_depth = linear_depth( back_depth, 0.1, 2100.0 );\n" -" float diff = back_depth - front_depth;\n" -"\n" -" vec2 ssuv = gl_FragCoord.xy;\n" -" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n" -" float dither = fract( vDither.g / 71.0 ) - 0.5;\n" -"\n" -" if( step(0.0,diff)+dither<0.3 )\n" -" discard;\n" -" }\n" -"}\n" -"\n" -"#line 12 0 \n" -"\n" -"void main(){\n" -" depth_compare_dither();\n" -" compute_motion_vectors();\n" -" oColour = texture( uTexMain, aUv ) * uColour;\n" -"}\n" -""}, -}; - -static GLuint _uniform_model_font_uMdl; -static GLuint _uniform_model_font_uPv; -static GLuint _uniform_model_font_uPvmPrev; -static GLuint _uniform_model_font_uOffset; -static GLuint _uniform_model_font_uTexMain; -static GLuint _uniform_model_font_uColour; -static GLuint _uniform_model_font_uTexSceneDepth; -static GLuint _uniform_model_font_uInverseRatioDepth; -static GLuint _uniform_model_font_uInverseRatioMain; -static GLuint _uniform_model_font_uDepthCompare; -static void shader_model_font_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_model_font_uMdl,1,GL_FALSE,(float*)m); + glUniformMatrix4x3fv(_uniform_model_font_uMdl,1,GL_FALSE,(f32*)m); } -static void shader_model_font_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_model_font_uPv,1,GL_FALSE,(float*)m); +static inline void shader_model_font_uPv(m4x4f m) +{ + glUniformMatrix4fv(_uniform_model_font_uPv,1,GL_FALSE,(f32*)m); } -static void shader_model_font_uPvmPrev(m4x4f m){ - glUniformMatrix4fv(_uniform_model_font_uPvmPrev,1,GL_FALSE,(float*)m); +static inline void shader_model_font_uPvmPrev(m4x4f m) +{ + glUniformMatrix4fv(_uniform_model_font_uPvmPrev,1,GL_FALSE,(f32*)m); } -static void shader_model_font_uOffset(v4f v){ +static inline void shader_model_font_uOffset(v4f v) +{ glUniform4fv(_uniform_model_font_uOffset,1,v); } -static void shader_model_font_uTexMain(int i){ +static inline void shader_model_font_uTexMain(int i) +{ glUniform1i(_uniform_model_font_uTexMain,i); } -static void shader_model_font_uColour(v4f v){ +static inline void shader_model_font_uColour(v4f v) +{ glUniform4fv(_uniform_model_font_uColour,1,v); } -static void shader_model_font_uTexSceneDepth(int i){ +static inline void shader_model_font_uTexSceneDepth(int i) +{ glUniform1i(_uniform_model_font_uTexSceneDepth,i); } -static void shader_model_font_uInverseRatioDepth(v3f v){ +static inline void shader_model_font_uInverseRatioDepth(v3f v) +{ glUniform3fv(_uniform_model_font_uInverseRatioDepth,1,v); } -static void shader_model_font_uInverseRatioMain(v3f v){ +static inline void shader_model_font_uInverseRatioMain(v3f v) +{ glUniform3fv(_uniform_model_font_uInverseRatioMain,1,v); } -static void shader_model_font_uDepthCompare(int b){ +static inline void shader_model_font_uDepthCompare(int b) +{ glUniform1i(_uniform_model_font_uDepthCompare,b); } -static void shader_model_font_register(void){ - vg_shader_register( &_shader_model_font ); -} -static void shader_model_font_use(void){ glUseProgram(_shader_model_font.id); } -static void shader_model_font_link(void){ - _uniform_model_font_uMdl = glGetUniformLocation( _shader_model_font.id, "uMdl" ); - _uniform_model_font_uPv = glGetUniformLocation( _shader_model_font.id, "uPv" ); - _uniform_model_font_uPvmPrev = glGetUniformLocation( _shader_model_font.id, "uPvmPrev" ); - _uniform_model_font_uOffset = glGetUniformLocation( _shader_model_font.id, "uOffset" ); - _uniform_model_font_uTexMain = glGetUniformLocation( _shader_model_font.id, "uTexMain" ); - _uniform_model_font_uColour = glGetUniformLocation( _shader_model_font.id, "uColour" ); - _uniform_model_font_uTexSceneDepth = glGetUniformLocation( _shader_model_font.id, "uTexSceneDepth" ); - _uniform_model_font_uInverseRatioDepth = glGetUniformLocation( _shader_model_font.id, "uInverseRatioDepth" ); - _uniform_model_font_uInverseRatioMain = glGetUniformLocation( _shader_model_font.id, "uInverseRatioMain" ); - _uniform_model_font_uDepthCompare = glGetUniformLocation( _shader_model_font.id, "uDepthCompare" ); +static inline void shader_model_font_use(void); +static inline void shader_model_font_use(void) +{ + glUseProgram(_shader_model_font.id); } -#endif /* SHADER_model_font_H */