X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Funlit.h;fp=shaders%2Funlit.h;h=0000000000000000000000000000000000000000;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=6f7466e4d491f7565936ea3334d019e4206fe760;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/unlit.h b/shaders/unlit.h deleted file mode 100644 index 6f7466e..0000000 --- a/shaders/unlit.h +++ /dev/null @@ -1,89 +0,0 @@ -#ifndef SHADER_unlit_H -#define SHADER_unlit_H -static void shader_unlit_link(void); -static void shader_unlit_register(void); -static struct vg_shader _shader_unlit = { - .name = "unlit", - .link = shader_unlit_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 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 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" -"out vec3 aWorldCo;\n" -"\n" -"void main()\n" -"{\n" -" vec3 world_pos = uMdl * vec4(a_co,1.0);\n" -" gl_Position = uPv * vec4( world_pos, 1.0 );\n" -" aColour = a_colour;\n" -" aUv = a_uv;\n" -" aNorm = mat3(uMdl) * a_norm;\n" -" aCo = a_co;\n" -" aWorldCo = world_pos;\n" -"}\n" -""}, - .fs = -{ -.orig_file = "../../shaders/unlit.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" -" FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);\n" -"}\n" -""}, -}; - -static GLuint _uniform_unlit_uPv; -static GLuint _uniform_unlit_uMdl; -static GLuint _uniform_unlit_uTexMain; -static GLuint _uniform_unlit_uColour; -static void shader_unlit_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_unlit_uPv, 1, GL_FALSE, (float *)m ); -} -static void shader_unlit_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_unlit_uMdl, 1, GL_FALSE, (float *)m ); -} -static void shader_unlit_uTexMain(int i){ - glUniform1i( _uniform_unlit_uTexMain, i ); -} -static void shader_unlit_uColour(v4f v){ - glUniform4fv( _uniform_unlit_uColour, 1, v ); -} -static void shader_unlit_register(void){ - vg_shader_register( &_shader_unlit ); -} -static void shader_unlit_use(void){ glUseProgram(_shader_unlit.id); } -static void shader_unlit_link(void){ - _uniform_unlit_uPv = glGetUniformLocation( _shader_unlit.id, "uPv" ); - _uniform_unlit_uMdl = glGetUniformLocation( _shader_unlit.id, "uMdl" ); - _uniform_unlit_uTexMain = glGetUniformLocation( _shader_unlit.id, "uTexMain" ); - _uniform_unlit_uColour = glGetUniformLocation( _shader_unlit.id, "uColour" ); -} -#endif /* SHADER_unlit_H */