X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fparticle.h;h=43ad3ace5b7eb2c8be9cfbfafb367fa21b72853e;hb=5f6a4f9df6c8accc89f1920bfe9ace3cbac4c4b6;hp=60bc981577f042071b7829fcef8800a9b716522f;hpb=a109f126d8adab622e38fbcc2d4281e75255246a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/particle.h b/shaders/particle.h index 60bc981..43ad3ac 100644 --- a/shaders/particle.h +++ b/shaders/particle.h @@ -1,108 +1,18 @@ -#ifndef SHADER_particle_H -#define SHADER_particle_H -static void shader_particle_link(void); -static void shader_particle_register(void); -static struct vg_shader _shader_particle = { - .name = "particle", - .link = shader_particle_link, - .vs = +#pragma once +#include "vg/vg_engine.h" +extern struct vg_shader _shader_particle; +extern GLuint _uniform_particle_uPv; +extern GLuint _uniform_particle_uPvPrev; +static inline void shader_particle_uPv(m4x4f m) { -.orig_file = "shaders/particle.vs", -.static_src = -"layout (location=0) in vec3 a_co;\n" -"layout (location=1) in vec4 a_colour;\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 5 0 \n" -"\n" -"uniform mat4 uPv;\n" -"uniform mat4 uPvPrev;\n" -"\n" -"out vec4 aColour;\n" -"\n" -"void main(){\n" -" vec4 vproj0 = uPv * vec4( a_co, 1.0 );\n" -" vec4 vproj1 = uPvPrev * vec4( a_co, 1.0 );\n" -" vs_motion_out( vproj0, vproj1 );\n" -"\n" -" gl_Position = vproj0;\n" -" aColour = a_colour;\n" -"}\n" -""}, - .fs = -{ -.orig_file = "shaders/particle.fs", -.static_src = -"layout (location = 0) out vec4 oColour;\n" -"in vec4 aColour;\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 5 0 \n" -"\n" -"void main(){\n" -" compute_motion_vectors();\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( vsamplemain.a+dither<0.5 )\n" -" // discard;\n" -"\n" -" oColour = aColour;\n" -"}\n" -""}, -}; - -static GLuint _uniform_particle_uPv; -static GLuint _uniform_particle_uPvPrev; -static void shader_particle_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_particle_uPv,1,GL_FALSE,(float*)m); -} -static void shader_particle_uPvPrev(m4x4f m){ - glUniformMatrix4fv(_uniform_particle_uPvPrev,1,GL_FALSE,(float*)m); + glUniformMatrix4fv(_uniform_particle_uPv,1,GL_FALSE,(f32*)m); } -static void shader_particle_register(void){ - vg_shader_register( &_shader_particle ); +static inline void shader_particle_uPvPrev(m4x4f m) +{ + glUniformMatrix4fv(_uniform_particle_uPvPrev,1,GL_FALSE,(f32*)m); } -static void shader_particle_use(void){ glUseProgram(_shader_particle.id); } -static void shader_particle_link(void){ - _uniform_particle_uPv = glGetUniformLocation( _shader_particle.id, "uPv" ); - _uniform_particle_uPvPrev = glGetUniformLocation( _shader_particle.id, "uPvPrev" ); +static inline void shader_particle_use(void); +static inline void shader_particle_use(void) +{ + glUseProgram(_shader_particle.id); } -#endif /* SHADER_particle_H */