From: hgn Date: Wed, 16 Nov 2022 06:44:00 +0000 (+0000) Subject: shaders updated X-Git-Url: https://harrygodden.com/git/?a=commitdiff_plain;h=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;p=carveJwlIkooP6JGAAIwe30JlM.git shaders updated --- diff --git a/build.c b/build.c index 96a8930..9e56b52 100644 --- 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" ); +} diff --git a/shaders/alphatest.h b/shaders/alphatest.h index 0790840..13d11ae 100644 --- a/shaders/alphatest.h +++ b/shaders/alphatest.h @@ -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 ); diff --git a/shaders/blit.h b/shaders/blit.h index bd1ed41..7dcbc77 100644 --- a/shaders/blit.h +++ b/shaders/blit.h @@ -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 ); diff --git a/shaders/fscolour.h b/shaders/fscolour.h index 08fe21e..7318cac 100644 --- a/shaders/fscolour.h +++ b/shaders/fscolour.h @@ -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 ); diff --git a/shaders/gate.h b/shaders/gate.h index 51eb312..7b5b31f 100644 --- a/shaders/gate.h +++ b/shaders/gate.h @@ -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 ); diff --git a/shaders/gatelq.h b/shaders/gatelq.h index 0baf014..b717aa9 100644 --- a/shaders/gatelq.h +++ b/shaders/gatelq.h @@ -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 ); diff --git a/shaders/gpos.h b/shaders/gpos.h index 3c17cbb..8549ec4 100644 --- a/shaders/gpos.h +++ b/shaders/gpos.h @@ -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 ); diff --git a/shaders/menu.h b/shaders/menu.h index d0cd493..75ed0dd 100644 --- a/shaders/menu.h +++ b/shaders/menu.h @@ -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 ); diff --git a/shaders/planeinf.h b/shaders/planeinf.h index bb2a89a..4cf5c32 100644 --- a/shaders/planeinf.h +++ b/shaders/planeinf.h @@ -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 ); diff --git a/shaders/route.h b/shaders/route.h index 6ee4761..44fc213 100644 --- a/shaders/route.h +++ b/shaders/route.h @@ -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 ); diff --git a/shaders/routeui.h b/shaders/routeui.h index a909d17..00d54fc 100644 --- a/shaders/routeui.h +++ b/shaders/routeui.h @@ -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 ); diff --git a/shaders/scoretext.h b/shaders/scoretext.h index 0a4bc95..fae077e 100644 --- a/shaders/scoretext.h +++ b/shaders/scoretext.h @@ -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 ); diff --git a/shaders/sky.h b/shaders/sky.h index 53fb5a6..b93549b 100644 --- a/shaders/sky.h +++ b/shaders/sky.h @@ -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 ); diff --git a/shaders/standard.h b/shaders/standard.h index 4f6a629..4d52aa8 100644 --- a/shaders/standard.h +++ b/shaders/standard.h @@ -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 ); diff --git a/shaders/terrain.h b/shaders/terrain.h index 24eb0ea..6b4c3de 100644 --- a/shaders/terrain.h +++ b/shaders/terrain.h @@ -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 ); diff --git a/shaders/vblend.h b/shaders/vblend.h index 0364f65..9e7b0e2 100644 --- a/shaders/vblend.h +++ b/shaders/vblend.h @@ -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 ); diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 0cd026d..d7181ff 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -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 ); diff --git a/shaders/water.h b/shaders/water.h index a333516..6c76dfe 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -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 ); diff --git a/shaders/water_fast.h b/shaders/water_fast.h index 415d477..8cc3f50 100644 --- a/shaders/water_fast.h +++ b/shaders/water_fast.h @@ -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 );