X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fstandard.h;fp=shaders%2Fstandard.h;h=59aa1d95b85c6d088d19a51a550241866428436d;hb=1f1d636056450dcd23cce55c0795ec6276272531;hp=0000000000000000000000000000000000000000;hpb=51a9d6b9321b951b79dff0d52a82116c678ad8aa;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/standard.h b/shaders/standard.h new file mode 100644 index 0000000..59aa1d9 --- /dev/null +++ b/shaders/standard.h @@ -0,0 +1,89 @@ +#ifndef SHADER_standard_H +#define SHADER_standard_H +static void shader_standard_link(void); +static void shader_standard_register(void); +static struct vg_shader _shader_standard = { + .name = "standard", + .link = shader_standard_link, + .vs = +{ +.orig_file = "../shaders/standard.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" +"\n" +"uniform mat4 uPv;\n" +"uniform mat4x3 uMdl;\n" +"\n" +"out vec4 aColour;\n" +"out vec2 aUv;\n" +"out vec3 aNorm;\n" +"out vec3 aCo;\n" +"\n" +"void main()\n" +"{\n" +" gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n" +" aColour = a_colour;\n" +" aUv = a_uv;\n" +" aNorm = mat3(uMdl) * a_norm;\n" +" aCo = a_co;\n" +"}\n" +""}, + .fs = +{ +.orig_file = "../shaders/standard.fs", +.static_src = +"out vec4 FragColor;\n" +"\n" +"uniform sampler2D uTexMain;\n" +"uniform vec4 uColour;\n" +"\n" +"in vec4 aColour;\n" +"in vec2 aUv;\n" +"in vec3 aNorm;\n" +"in vec3 aCo;\n" +"\n" +"void main()\n" +"{\n" +" vec3 diffuse = texture( uTexMain, aUv ).rgb;\n" +" float light1 = max(0.0,dot(-vec3(0.5,-0.8,0.25), aNorm));\n" +" float light2 = max(0.0,dot(-vec3(-0.8,0.5,-0.25), aNorm));\n" +" diffuse += vec3(0.2,0.2,0.2) +\n" +" vec3(1.0,1.0,0.9)*light1 + \n" +" vec3(0.1,0.3,0.4)*light2;\n" +" FragColor = vec4(diffuse*uColour.rgb, aColour.a*uColour.a);\n" +"}\n" +""}, +}; + +static GLuint _uniform_standard_uPv; +static GLuint _uniform_standard_uMdl; +static GLuint _uniform_standard_uTexMain; +static GLuint _uniform_standard_uColour; +static void shader_standard_uPv(m4x4f m){ + glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m ); +} +static void shader_standard_uMdl(m4x3f m){ + glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m ); +} +static void shader_standard_uTexMain(int i){ + glUniform1i( _uniform_standard_uTexMain, i ); +} +static void shader_standard_uColour(v4f v){ + glUniform4fv( _uniform_standard_uColour, 1, v ); +} +static void shader_standard_register(void){ + vg_shader_register( &_shader_standard ); +} +static void shader_standard_use(void){ glUseProgram(_shader_standard.id); } +static void shader_standard_link(void){ + _uniform_standard_uPv = glGetUniformLocation( _shader_standard.id, "uPv" ); + _uniform_standard_uMdl = glGetUniformLocation( _shader_standard.id, "uMdl" ); + _uniform_standard_uTexMain = glGetUniformLocation( _shader_standard.id, "uTexMain" ); + _uniform_standard_uColour = glGetUniformLocation( _shader_standard.id, "uColour" ); +} +#endif /* SHADER_standard_H */