9489520c51b8f1fc33e33cd257742570ce395e7a
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_character_view.h
1 #pragma once
2 #include "vg/vg_engine.h"
3 extern struct vg_shader _shader_model_character_view;
4 extern GLuint _uniform_model_character_view_uPv;
5 extern GLuint _uniform_model_character_view_uTransforms;
6 extern GLuint _uniform_model_character_view_uTexMain;
7 extern GLuint _uniform_model_character_view_uCamera;
8 extern GLuint _uniform_model_character_view_g_world_depth;
9 extern GLuint _uniform_model_character_view_uLightsArray;
10 extern GLuint _uniform_model_character_view_uLightsIndex;
11 extern GLuint _uniform_model_character_view_uTexSceneDepth;
12 extern GLuint _uniform_model_character_view_uInverseRatioDepth;
13 extern GLuint _uniform_model_character_view_uInverseRatioMain;
14 extern GLuint _uniform_model_character_view_uDepthCompare;
15 static inline void shader_model_character_view_uPv(m4x4f m)
16 {
17 glUniformMatrix4fv(_uniform_model_character_view_uPv,1,GL_FALSE,(f32*)m);
18 }
19 static inline void shader_model_character_view_uTexMain(int i)
20 {
21 glUniform1i(_uniform_model_character_view_uTexMain,i);
22 }
23 static inline void shader_model_character_view_uCamera(v3f v)
24 {
25 glUniform3fv(_uniform_model_character_view_uCamera,1,v);
26 }
27 static inline void shader_model_character_view_g_world_depth(int i)
28 {
29 glUniform1i(_uniform_model_character_view_g_world_depth,i);
30 }
31 static inline void shader_model_character_view_uTexSceneDepth(int i)
32 {
33 glUniform1i(_uniform_model_character_view_uTexSceneDepth,i);
34 }
35 static inline void shader_model_character_view_uInverseRatioDepth(v3f v)
36 {
37 glUniform3fv(_uniform_model_character_view_uInverseRatioDepth,1,v);
38 }
39 static inline void shader_model_character_view_uInverseRatioMain(v3f v)
40 {
41 glUniform3fv(_uniform_model_character_view_uInverseRatioMain,1,v);
42 }
43 static inline void shader_model_character_view_uDepthCompare(int b)
44 {
45 glUniform1i(_uniform_model_character_view_uDepthCompare,b);
46 }
47 static inline void shader_model_character_view_use(void);
48 static inline void shader_model_character_view_use(void)
49 {
50 glUseProgram(_shader_model_character_view.id);
51 }