shaders updated
authorhgn <hgodden00@gmail.com>
Wed, 16 Nov 2022 06:44:00 +0000 (06:44 +0000)
committerhgn <hgodden00@gmail.com>
Wed, 16 Nov 2022 06:44:00 +0000 (06:44 +0000)
19 files changed:
build.c
shaders/alphatest.h
shaders/blit.h
shaders/fscolour.h
shaders/gate.h
shaders/gatelq.h
shaders/gpos.h
shaders/menu.h
shaders/planeinf.h
shaders/route.h
shaders/routeui.h
shaders/scoretext.h
shaders/sky.h
shaders/standard.h
shaders/terrain.h
shaders/vblend.h
shaders/viewchar.h
shaders/water.h
shaders/water_fast.h

diff --git a/build.c b/build.c
index 96a8930cfaa8ddb90238c3e821e9d4691d190161..9e56b52ee25dac6e662dd1d7f5bd1148e3fae3fc 100644 (file)
--- a/build.c
+++ b/build.c
@@ -3,6 +3,7 @@
 #include "vg/vg_log.h"
 #include "vg/vg_opt.h"
 #include "vg/vg_build.h"
+#include "vg/vg_build_utils_shader.h"
 
 /* 
  * c build.c --release --clang 
@@ -27,8 +28,16 @@ void build_server( enum compiler compiler )
    compiled_something = 1;
 }
 
+void build_shaders(void);
 void build_game( enum compiler compiler )
 {
+   static int shaders_built = 0;
+   if( !shaders_built )
+   {
+      shaders_built = 1;
+      build_shaders();
+   }
+
    vg_build_start( "skaterift", compiler );
    vg_build_object( "skaterift.c " );
    vg_build_add_link_for_graphics();
@@ -99,3 +108,33 @@ int main( int argc, char *argv[] )
       }
    }
 }
+
+void _shader( char *name, char *vs, char *fs )
+{
+   vg_build_shader( vs, fs, NULL, "shaders", name );
+}
+
+void build_shaders(void)
+{
+   vg_shader_set_include_dir( "shaders" );
+
+   _shader( "blit",      "shaders/blit.vs",      "shaders/blit.fs" );
+   _shader( "blit",      "shaders/blit.vs",      "shaders/blit.fs" );
+   _shader( "standard",  "shaders/standard.vs",  "shaders/standard.fs" );
+   _shader( "vblend",    "shaders/standard.vs",  "shaders/vblend.fs" );
+   _shader( "terrain",   "shaders/standard.vs",  "shaders/terrain.fs" );
+   _shader( "sky",       "shaders/standard.vs",  "shaders/sky.fs" );
+   _shader( "planeinf",  "shaders/standard.vs",  "shaders/planeinf.fs" );
+   _shader( "gpos",      "shaders/standard.vs",  "shaders/gpos.fs" );
+   _shader( "fscolour",  "shaders/blit.vs",      "shaders/colour.fs" );
+   _shader( "alphatest", "shaders/standard.vs",  "shaders/std_alphatest.fs" );
+   _shader( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" );
+   _shader( "water",     "shaders/standard.vs",  "shaders/water.fs" );
+   _shader( "water_fast","shaders/standard.vs",  "shaders/water_fast.fs" );
+   _shader( "gate",      "shaders/gate.vs",      "shaders/gate.fs" );
+   _shader( "gatelq",    "shaders/gate.vs",      "shaders/gate_lq.fs" );
+   _shader( "route",     "shaders/standard.vs",  "shaders/route.fs" );
+   _shader( "routeui",   "shaders/routeui.vs",   "shaders/routeui.fs" );
+   _shader( "viewchar",  "shaders/standard_skinned.vs", "shaders/viewchar.fs" );
+   _shader( "menu",      "shaders/standard.vs",  "shaders/menu.fs" );
+}
index 07908407de8157e18f9d52e01e8cab1cce5f6396..13d11ae4c47834fcedc2562d0ca8795eeece3770 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_alphatest = {
    .link = shader_alphatest_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_alphatest = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/std_alphatest.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -200,25 +198,25 @@ static GLuint _uniform_alphatest_uCamera;
 static GLuint _uniform_alphatest_uPlane;
 static GLuint _uniform_alphatest_g_world_depth;
 static void shader_alphatest_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_alphatest_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_alphatest_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_alphatest_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_alphatest_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_alphatest_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_alphatest_uTexGarbage(int i){
-   glUniform1i( _uniform_alphatest_uTexGarbage, i );
+   glUniform1i(_uniform_alphatest_uTexGarbage,i);
 }
 static void shader_alphatest_uTexMain(int i){
-   glUniform1i( _uniform_alphatest_uTexMain, i );
+   glUniform1i(_uniform_alphatest_uTexMain,i);
 }
 static void shader_alphatest_uCamera(v3f v){
-   glUniform3fv( _uniform_alphatest_uCamera, 1, v );
+   glUniform3fv(_uniform_alphatest_uCamera,1,v);
 }
 static void shader_alphatest_uPlane(v4f v){
-   glUniform4fv( _uniform_alphatest_uPlane, 1, v );
+   glUniform4fv(_uniform_alphatest_uPlane,1,v);
 }
 static void shader_alphatest_g_world_depth(int i){
-   glUniform1i( _uniform_alphatest_g_world_depth, i );
+   glUniform1i(_uniform_alphatest_g_world_depth,i);
 }
 static void shader_alphatest_register(void){
    vg_shader_register( &_shader_alphatest );
index bd1ed41e540a4848298267f5eea344ad56189115..7dcbc772527219c1f0148063b6c7923c69afd644 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_blit = {
    .link = shader_blit_link,
    .vs = 
 {
-.orig_file = "../../shaders/blit.vs",
 .static_src = 
 "layout (location=0) in vec2 a_co;\n"
 "out vec2 aUv;\n"
@@ -20,7 +19,6 @@ static struct vg_shader _shader_blit = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/blit.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "uniform sampler2D uTexMain;\n"
@@ -68,7 +66,7 @@ static struct vg_shader _shader_blit = {
 
 static GLuint _uniform_blit_uTexMain;
 static void shader_blit_uTexMain(int i){
-   glUniform1i( _uniform_blit_uTexMain, i );
+   glUniform1i(_uniform_blit_uTexMain,i);
 }
 static void shader_blit_register(void){
    vg_shader_register( &_shader_blit );
index 08fe21edb838ab280fde040862da9265845dd59f..7318cac89d044434f05b4ef95c683ce35e3b3962 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_fscolour = {
    .link = shader_fscolour_link,
    .vs = 
 {
-.orig_file = "../../shaders/blit.vs",
 .static_src = 
 "layout (location=0) in vec2 a_co;\n"
 "out vec2 aUv;\n"
@@ -20,7 +19,6 @@ static struct vg_shader _shader_fscolour = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/colour.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "uniform vec4 uColour;\n"
@@ -36,7 +34,7 @@ static struct vg_shader _shader_fscolour = {
 
 static GLuint _uniform_fscolour_uColour;
 static void shader_fscolour_uColour(v4f v){
-   glUniform4fv( _uniform_fscolour_uColour, 1, v );
+   glUniform4fv(_uniform_fscolour_uColour,1,v);
 }
 static void shader_fscolour_register(void){
    vg_shader_register( &_shader_fscolour );
index 51eb312d2af53053f600b08fa3d982855c522b14..7b5b31f4dd2d31a0a44bf1e55a64db6b55ceb8ce 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_gate = {
    .link = shader_gate_link,
    .vs = 
 {
-.orig_file = "../../shaders/gate.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -36,7 +35,6 @@ static struct vg_shader _shader_gate = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/gate.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -76,25 +74,25 @@ static GLuint _uniform_gate_uInvRes;
 static GLuint _uniform_gate_uTime;
 static GLuint _uniform_gate_uCam;
 static void shader_gate_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_gate_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_gate_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_gate_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_gate_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_gate_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_gate_uTexMain(int i){
-   glUniform1i( _uniform_gate_uTexMain, i );
+   glUniform1i(_uniform_gate_uTexMain,i);
 }
 static void shader_gate_uTexWater(int i){
-   glUniform1i( _uniform_gate_uTexWater, i );
+   glUniform1i(_uniform_gate_uTexWater,i);
 }
 static void shader_gate_uInvRes(v2f v){
-   glUniform2fv( _uniform_gate_uInvRes, 1, v );
+   glUniform2fv(_uniform_gate_uInvRes,1,v);
 }
 static void shader_gate_uTime(float f){
-   glUniform1f( _uniform_gate_uTime, f );
+   glUniform1f(_uniform_gate_uTime,f);
 }
 static void shader_gate_uCam(v3f v){
-   glUniform3fv( _uniform_gate_uCam, 1, v );
+   glUniform3fv(_uniform_gate_uCam,1,v);
 }
 static void shader_gate_register(void){
    vg_shader_register( &_shader_gate );
index 0baf014fa0c6eba3e97b75aa26981b25ed567646..b717aa96f3918290974c8ea28492aa1ba13c0677 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_gatelq = {
    .link = shader_gatelq_link,
    .vs = 
 {
-.orig_file = "../../shaders/gate.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -36,7 +35,6 @@ static struct vg_shader _shader_gatelq = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/gate_lq.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -70,19 +68,19 @@ static GLuint _uniform_gatelq_uTime;
 static GLuint _uniform_gatelq_uCam;
 static GLuint _uniform_gatelq_uInvRes;
 static void shader_gatelq_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_gatelq_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_gatelq_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_gatelq_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_gatelq_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_gatelq_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_gatelq_uTime(float f){
-   glUniform1f( _uniform_gatelq_uTime, f );
+   glUniform1f(_uniform_gatelq_uTime,f);
 }
 static void shader_gatelq_uCam(v3f v){
-   glUniform3fv( _uniform_gatelq_uCam, 1, v );
+   glUniform3fv(_uniform_gatelq_uCam,1,v);
 }
 static void shader_gatelq_uInvRes(v2f v){
-   glUniform2fv( _uniform_gatelq_uInvRes, 1, v );
+   glUniform2fv(_uniform_gatelq_uInvRes,1,v);
 }
 static void shader_gatelq_register(void){
    vg_shader_register( &_shader_gatelq );
index 3c17cbb628280023113fcdf2c814a27f818b89d8..8549ec43384a2d0f2a3acc582014322cae69f03c 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_gpos = {
    .link = shader_gpos_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_gpos = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/gpos.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -185,16 +183,16 @@ static GLuint _uniform_gpos_uPv;
 static GLuint _uniform_gpos_uCamera;
 static GLuint _uniform_gpos_g_world_depth;
 static void shader_gpos_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_gpos_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_gpos_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_gpos_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_gpos_uCamera(v3f v){
-   glUniform3fv( _uniform_gpos_uCamera, 1, v );
+   glUniform3fv(_uniform_gpos_uCamera,1,v);
 }
 static void shader_gpos_g_world_depth(int i){
-   glUniform1i( _uniform_gpos_g_world_depth, i );
+   glUniform1i(_uniform_gpos_g_world_depth,i);
 }
 static void shader_gpos_register(void){
    vg_shader_register( &_shader_gpos );
index d0cd493d75ab63ba6643b4bb30f452cff2fff98a..75ed0ddc402b7e410502a4c37ff9837d3b6cec88 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_menu = {
    .link = shader_menu_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_menu = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/menu.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -69,16 +67,16 @@ static GLuint _uniform_menu_uPv;
 static GLuint _uniform_menu_uTexMain;
 static GLuint _uniform_menu_uColour;
 static void shader_menu_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_menu_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_menu_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_menu_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_menu_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_menu_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_menu_uTexMain(int i){
-   glUniform1i( _uniform_menu_uTexMain, i );
+   glUniform1i(_uniform_menu_uTexMain,i);
 }
 static void shader_menu_uColour(v4f v){
-   glUniform4fv( _uniform_menu_uColour, 1, v );
+   glUniform4fv(_uniform_menu_uColour,1,v);
 }
 static void shader_menu_register(void){
    vg_shader_register( &_shader_menu );
index bb2a89a3cb341be2dcecab64db9b0eccae780052..4cf5c32216feb4e0347321a4280a67405e861578 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_planeinf = {
    .link = shader_planeinf_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_planeinf = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/planeinf.fs",
 .static_src = 
 "\n"
 "#line      2        0 \n"
@@ -77,16 +75,16 @@ static GLuint _uniform_planeinf_uPv;
 static GLuint _uniform_planeinf_uCamera;
 static GLuint _uniform_planeinf_uPlane;
 static void shader_planeinf_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_planeinf_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_planeinf_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_planeinf_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_planeinf_uCamera(v3f v){
-   glUniform3fv( _uniform_planeinf_uCamera, 1, v );
+   glUniform3fv(_uniform_planeinf_uCamera,1,v);
 }
 static void shader_planeinf_uPlane(v4f v){
-   glUniform4fv( _uniform_planeinf_uPlane, 1, v );
+   glUniform4fv(_uniform_planeinf_uPlane,1,v);
 }
 static void shader_planeinf_register(void){
    vg_shader_register( &_shader_planeinf );
index 6ee4761560e7649bdc36843292e987517c58eb3f..44fc21316d4845fe5c6addc404e4842d5a163924 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_route = {
    .link = shader_route_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_route = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/route.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -213,25 +211,25 @@ static GLuint _uniform_route_uCamera;
 static GLuint _uniform_route_uColour;
 static GLuint _uniform_route_g_world_depth;
 static void shader_route_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_route_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_route_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_route_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_route_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_route_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_route_uTexGarbage(int i){
-   glUniform1i( _uniform_route_uTexGarbage, i );
+   glUniform1i(_uniform_route_uTexGarbage,i);
 }
 static void shader_route_uTexGradients(int i){
-   glUniform1i( _uniform_route_uTexGradients, i );
+   glUniform1i(_uniform_route_uTexGradients,i);
 }
 static void shader_route_uCamera(v3f v){
-   glUniform3fv( _uniform_route_uCamera, 1, v );
+   glUniform3fv(_uniform_route_uCamera,1,v);
 }
 static void shader_route_uColour(v4f v){
-   glUniform4fv( _uniform_route_uColour, 1, v );
+   glUniform4fv(_uniform_route_uColour,1,v);
 }
 static void shader_route_g_world_depth(int i){
-   glUniform1i( _uniform_route_g_world_depth, i );
+   glUniform1i(_uniform_route_g_world_depth,i);
 }
 static void shader_route_register(void){
    vg_shader_register( &_shader_route );
index a909d17c3e148c5b2927a4019fbac20ae6fdad00..00d54fc0329b3a0e29c7d7b8ef36791e147ec0f6 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_routeui = {
    .link = shader_routeui_link,
    .vs = 
 {
-.orig_file = "../../shaders/routeui.vs",
 .static_src = 
 "layout (location=0) in vec2 a_co;\n"
 "\n"
@@ -21,7 +20,6 @@ static struct vg_shader _shader_routeui = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/routeui.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -37,10 +35,10 @@ static struct vg_shader _shader_routeui = {
 static GLuint _uniform_routeui_uOffset;
 static GLuint _uniform_routeui_uColour;
 static void shader_routeui_uOffset(v4f v){
-   glUniform4fv( _uniform_routeui_uOffset, 1, v );
+   glUniform4fv(_uniform_routeui_uOffset,1,v);
 }
 static void shader_routeui_uColour(v4f v){
-   glUniform4fv( _uniform_routeui_uColour, 1, v );
+   glUniform4fv(_uniform_routeui_uColour,1,v);
 }
 static void shader_routeui_register(void){
    vg_shader_register( &_shader_routeui );
index 0a4bc959149ff4e30648483a80f01b8026aa408f..fae077e81e93a83fe452c0ca20dab88c0725240e 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_scoretext = {
    .link = shader_scoretext_link,
    .vs = 
 {
-.orig_file = "../../shaders/scoretext.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -59,7 +58,6 @@ static struct vg_shader _shader_scoretext = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/vblend.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -232,25 +230,25 @@ static GLuint _uniform_scoretext_uTexGradients;
 static GLuint _uniform_scoretext_uCamera;
 static GLuint _uniform_scoretext_g_world_depth;
 static void shader_scoretext_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_scoretext_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_scoretext_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_scoretext_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_scoretext_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_scoretext_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_scoretext_uInfo(v3f v){
-   glUniform3fv( _uniform_scoretext_uInfo, 1, v );
+   glUniform3fv(_uniform_scoretext_uInfo,1,v);
 }
 static void shader_scoretext_uTexGarbage(int i){
-   glUniform1i( _uniform_scoretext_uTexGarbage, i );
+   glUniform1i(_uniform_scoretext_uTexGarbage,i);
 }
 static void shader_scoretext_uTexGradients(int i){
-   glUniform1i( _uniform_scoretext_uTexGradients, i );
+   glUniform1i(_uniform_scoretext_uTexGradients,i);
 }
 static void shader_scoretext_uCamera(v3f v){
-   glUniform3fv( _uniform_scoretext_uCamera, 1, v );
+   glUniform3fv(_uniform_scoretext_uCamera,1,v);
 }
 static void shader_scoretext_g_world_depth(int i){
-   glUniform1i( _uniform_scoretext_g_world_depth, i );
+   glUniform1i(_uniform_scoretext_g_world_depth,i);
 }
 static void shader_scoretext_register(void){
    vg_shader_register( &_shader_scoretext );
index 53fb5a6645e7ffc23dfb723f75da19f15af9f5a8..b93549bcd37165a9e9c32859d4365335dbea4935 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_sky = {
    .link = shader_sky_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_sky = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/sky.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -84,19 +82,19 @@ static GLuint _uniform_sky_uColour;
 static GLuint _uniform_sky_uTexGarbage;
 static GLuint _uniform_sky_uTime;
 static void shader_sky_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_sky_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_sky_uColour(v4f v){
-   glUniform4fv( _uniform_sky_uColour, 1, v );
+   glUniform4fv(_uniform_sky_uColour,1,v);
 }
 static void shader_sky_uTexGarbage(int i){
-   glUniform1i( _uniform_sky_uTexGarbage, i );
+   glUniform1i(_uniform_sky_uTexGarbage,i);
 }
 static void shader_sky_uTime(float f){
-   glUniform1f( _uniform_sky_uTime, f );
+   glUniform1f(_uniform_sky_uTime,f);
 }
 static void shader_sky_register(void){
    vg_shader_register( &_shader_sky );
index 4f6a629bdc26e8d1d545de7175a0ed263c219639..4d52aa81fad8601b97d1788a133e8ea22770b1c7 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_standard = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/standard.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -197,25 +195,25 @@ static GLuint _uniform_standard_uCamera;
 static GLuint _uniform_standard_uPlane;
 static GLuint _uniform_standard_g_world_depth;
 static void shader_standard_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_standard_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_standard_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_standard_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_standard_uTexGarbage(int i){
-   glUniform1i( _uniform_standard_uTexGarbage, i );
+   glUniform1i(_uniform_standard_uTexGarbage,i);
 }
 static void shader_standard_uTexMain(int i){
-   glUniform1i( _uniform_standard_uTexMain, i );
+   glUniform1i(_uniform_standard_uTexMain,i);
 }
 static void shader_standard_uCamera(v3f v){
-   glUniform3fv( _uniform_standard_uCamera, 1, v );
+   glUniform3fv(_uniform_standard_uCamera,1,v);
 }
 static void shader_standard_uPlane(v4f v){
-   glUniform4fv( _uniform_standard_uPlane, 1, v );
+   glUniform4fv(_uniform_standard_uPlane,1,v);
 }
 static void shader_standard_g_world_depth(int i){
-   glUniform1i( _uniform_standard_g_world_depth, i );
+   glUniform1i(_uniform_standard_g_world_depth,i);
 }
 static void shader_standard_register(void){
    vg_shader_register( &_shader_standard );
index 24eb0ea61bc89fae77af80ebf0ef2ec878e2a8e8..6b4c3de695a00f9e25e29cd15b088108cb612a6e 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_terrain = {
    .link = shader_terrain_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_terrain = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/terrain.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -217,28 +215,28 @@ static GLuint _uniform_terrain_uSandColour;
 static GLuint _uniform_terrain_uBlendOffset;
 static GLuint _uniform_terrain_g_world_depth;
 static void shader_terrain_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_terrain_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_terrain_uTexGarbage(int i){
-   glUniform1i( _uniform_terrain_uTexGarbage, i );
+   glUniform1i(_uniform_terrain_uTexGarbage,i);
 }
 static void shader_terrain_uTexGradients(int i){
-   glUniform1i( _uniform_terrain_uTexGradients, i );
+   glUniform1i(_uniform_terrain_uTexGradients,i);
 }
 static void shader_terrain_uCamera(v3f v){
-   glUniform3fv( _uniform_terrain_uCamera, 1, v );
+   glUniform3fv(_uniform_terrain_uCamera,1,v);
 }
 static void shader_terrain_uSandColour(v3f v){
-   glUniform3fv( _uniform_terrain_uSandColour, 1, v );
+   glUniform3fv(_uniform_terrain_uSandColour,1,v);
 }
 static void shader_terrain_uBlendOffset(v2f v){
-   glUniform2fv( _uniform_terrain_uBlendOffset, 1, v );
+   glUniform2fv(_uniform_terrain_uBlendOffset,1,v);
 }
 static void shader_terrain_g_world_depth(int i){
-   glUniform1i( _uniform_terrain_g_world_depth, i );
+   glUniform1i(_uniform_terrain_g_world_depth,i);
 }
 static void shader_terrain_register(void){
    vg_shader_register( &_shader_terrain );
index 0364f658d657e85a0477abeafbfdb2d23c50e4ce..9e7b0e241c753a9f4347d1ed1baee7620ea06396 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_vblend = {
    .link = shader_vblend_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_vblend = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/vblend.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -212,22 +210,22 @@ static GLuint _uniform_vblend_uTexGradients;
 static GLuint _uniform_vblend_uCamera;
 static GLuint _uniform_vblend_g_world_depth;
 static void shader_vblend_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_vblend_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_vblend_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_vblend_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_vblend_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_vblend_uTexGarbage(int i){
-   glUniform1i( _uniform_vblend_uTexGarbage, i );
+   glUniform1i(_uniform_vblend_uTexGarbage,i);
 }
 static void shader_vblend_uTexGradients(int i){
-   glUniform1i( _uniform_vblend_uTexGradients, i );
+   glUniform1i(_uniform_vblend_uTexGradients,i);
 }
 static void shader_vblend_uCamera(v3f v){
-   glUniform3fv( _uniform_vblend_uCamera, 1, v );
+   glUniform3fv(_uniform_vblend_uCamera,1,v);
 }
 static void shader_vblend_g_world_depth(int i){
-   glUniform1i( _uniform_vblend_g_world_depth, i );
+   glUniform1i(_uniform_vblend_g_world_depth,i);
 }
 static void shader_vblend_register(void){
    vg_shader_register( &_shader_vblend );
index 0cd026d9481827fa6f52584323a2994bbd975781..d7181ff4e85e213cb79ae5cce1ce1908f4c2e123 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_viewchar = {
    .link = shader_viewchar_link,
    .vs = 
 {
-.orig_file = "../../shaders/standard_skinned.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -50,7 +49,6 @@ static struct vg_shader _shader_viewchar = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/viewchar.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -197,16 +195,16 @@ static GLuint _uniform_viewchar_uTexMain;
 static GLuint _uniform_viewchar_uCamera;
 static GLuint _uniform_viewchar_g_world_depth;
 static void shader_viewchar_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_viewchar_uTexMain(int i){
-   glUniform1i( _uniform_viewchar_uTexMain, i );
+   glUniform1i(_uniform_viewchar_uTexMain,i);
 }
 static void shader_viewchar_uCamera(v3f v){
-   glUniform3fv( _uniform_viewchar_uCamera, 1, v );
+   glUniform3fv(_uniform_viewchar_uCamera,1,v);
 }
 static void shader_viewchar_g_world_depth(int i){
-   glUniform1i( _uniform_viewchar_g_world_depth, i );
+   glUniform1i(_uniform_viewchar_g_world_depth,i);
 }
 static void shader_viewchar_register(void){
    vg_shader_register( &_shader_viewchar );
index a333516e453f3db277b8970a0707e2691b06d8e5..6c76dfe26b11d5df1cc7708230d4caad78dbeb07 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_water = {
    .link = shader_water_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_water = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/water.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -240,40 +238,40 @@ static GLuint _uniform_water_uShoreColour;
 static GLuint _uniform_water_uOceanColour;
 static GLuint _uniform_water_g_world_depth;
 static void shader_water_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_water_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_water_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_water_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_water_uTexMain(int i){
-   glUniform1i( _uniform_water_uTexMain, i );
+   glUniform1i(_uniform_water_uTexMain,i);
 }
 static void shader_water_uTexDudv(int i){
-   glUniform1i( _uniform_water_uTexDudv, i );
+   glUniform1i(_uniform_water_uTexDudv,i);
 }
 static void shader_water_uTexBack(int i){
-   glUniform1i( _uniform_water_uTexBack, i );
+   glUniform1i(_uniform_water_uTexBack,i);
 }
 static void shader_water_uInvRes(v2f v){
-   glUniform2fv( _uniform_water_uInvRes, 1, v );
+   glUniform2fv(_uniform_water_uInvRes,1,v);
 }
 static void shader_water_uTime(float f){
-   glUniform1f( _uniform_water_uTime, f );
+   glUniform1f(_uniform_water_uTime,f);
 }
 static void shader_water_uCamera(v3f v){
-   glUniform3fv( _uniform_water_uCamera, 1, v );
+   glUniform3fv(_uniform_water_uCamera,1,v);
 }
 static void shader_water_uSurfaceY(float f){
-   glUniform1f( _uniform_water_uSurfaceY, f );
+   glUniform1f(_uniform_water_uSurfaceY,f);
 }
 static void shader_water_uShoreColour(v3f v){
-   glUniform3fv( _uniform_water_uShoreColour, 1, v );
+   glUniform3fv(_uniform_water_uShoreColour,1,v);
 }
 static void shader_water_uOceanColour(v3f v){
-   glUniform3fv( _uniform_water_uOceanColour, 1, v );
+   glUniform3fv(_uniform_water_uOceanColour,1,v);
 }
 static void shader_water_g_world_depth(int i){
-   glUniform1i( _uniform_water_g_world_depth, i );
+   glUniform1i(_uniform_water_g_world_depth,i);
 }
 static void shader_water_register(void){
    vg_shader_register( &_shader_water );
index 415d477be5759e2aa4a3828ed3183b1a2b0a6817..8cc3f50a8406854b858f2d78d22842c4ad601f28 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_water_fast = {
    .link = shader_water_fast_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"
@@ -40,7 +39,6 @@ static struct vg_shader _shader_water_fast = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/water_fast.fs",
 .static_src = 
 "out vec4 FragColor;\n"
 "\n"
@@ -219,31 +217,31 @@ static GLuint _uniform_water_fast_uShoreColour;
 static GLuint _uniform_water_fast_uOceanColour;
 static GLuint _uniform_water_fast_g_world_depth;
 static void shader_water_fast_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_water_fast_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_water_fast_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_water_fast_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_water_fast_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_water_fast_uPv,1,GL_FALSE,(float*)m);
 }
 static void shader_water_fast_uTexDudv(int i){
-   glUniform1i( _uniform_water_fast_uTexDudv, i );
+   glUniform1i(_uniform_water_fast_uTexDudv,i);
 }
 static void shader_water_fast_uTime(float f){
-   glUniform1f( _uniform_water_fast_uTime, f );
+   glUniform1f(_uniform_water_fast_uTime,f);
 }
 static void shader_water_fast_uCamera(v3f v){
-   glUniform3fv( _uniform_water_fast_uCamera, 1, v );
+   glUniform3fv(_uniform_water_fast_uCamera,1,v);
 }
 static void shader_water_fast_uSurfaceY(float f){
-   glUniform1f( _uniform_water_fast_uSurfaceY, f );
+   glUniform1f(_uniform_water_fast_uSurfaceY,f);
 }
 static void shader_water_fast_uShoreColour(v3f v){
-   glUniform3fv( _uniform_water_fast_uShoreColour, 1, v );
+   glUniform3fv(_uniform_water_fast_uShoreColour,1,v);
 }
 static void shader_water_fast_uOceanColour(v3f v){
-   glUniform3fv( _uniform_water_fast_uOceanColour, 1, v );
+   glUniform3fv(_uniform_water_fast_uOceanColour,1,v);
 }
 static void shader_water_fast_g_world_depth(int i){
-   glUniform1i( _uniform_water_fast_g_world_depth, i );
+   glUniform1i(_uniform_water_fast_g_world_depth,i);
 }
 static void shader_water_fast_register(void){
    vg_shader_register( &_shader_water_fast );