X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Funlit.h;fp=shaders%2Funlit.h;h=afba67c310462740ab8063f1663ad62ed74c193e;hb=1f1d636056450dcd23cce55c0795ec6276272531;hp=0000000000000000000000000000000000000000;hpb=51a9d6b9321b951b79dff0d52a82116c678ad8aa;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/unlit.h b/shaders/unlit.h new file mode 100644 index 0000000..afba67c --- /dev/null +++ b/shaders/unlit.h @@ -0,0 +1,84 @@ +#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 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/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 */