31329abb360c00b1bc97621f47263aa79ace7606
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_gate.h
1 #ifndef SHADER_model_gate_H
2 #define SHADER_model_gate_H
3 static void shader_model_gate_link(void);
4 static void shader_model_gate_register(void);
5 static struct vg_shader _shader_model_gate = {
6 .name = "model_gate",
7 .link = shader_model_gate_link,
8 .vs =
9 {
10 .orig_file = "shaders/model.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
18 "\n"
19 "#line 1 1 \n"
20 "const float k_motion_lerp_amount = 0.01;\n"
21 "\n"
22 "#line 2 0 \n"
23 "\n"
24 "out vec3 aMotionVec0;\n"
25 "out vec3 aMotionVec1;\n"
26 "\n"
27 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
28 "{\n"
29 " // This magically solves some artifacting errors!\n"
30 " //\n"
31 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
32 "\n"
33 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
34 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
35 "}\n"
36 "\n"
37 "#line 9 0 \n"
38 "\n"
39 "uniform mat4x3 uMdl;\n"
40 "uniform mat4 uPv;\n"
41 "uniform mat4 uPvmPrev;\n"
42 "\n"
43 "out vec4 aColour;\n"
44 "out vec2 aUv;\n"
45 "out vec3 aNorm;\n"
46 "out vec3 aCo;\n"
47 "out vec3 aWorldCo;\n"
48 "\n"
49 "void main()\n"
50 "{\n"
51 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
52 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
53 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
54 "\n"
55 " vs_motion_out( vproj0, vproj1 );\n"
56 "\n"
57 " gl_Position = vproj0;\n"
58 " aWorldCo = world_pos0;\n"
59 " aColour = a_colour;\n"
60 " aUv = a_uv;\n"
61 " aNorm = mat3(uMdl) * a_norm;\n"
62 " aCo = a_co;\n"
63 "}\n"
64 ""},
65 .fs =
66 {
67 .orig_file = "shaders/model_gate_lq.fs",
68 .static_src =
69 "out vec4 FragColor;\n"
70 "\n"
71 "uniform float uTime;\n"
72 "uniform vec3 uCam;\n"
73 "uniform vec2 uInvRes;\n"
74 "uniform vec4 uColour;\n"
75 "\n"
76 "in vec3 aNorm;\n"
77 "in vec2 aUv;\n"
78 "in vec3 aCo;\n"
79 "\n"
80 "void main()\n"
81 "{\n"
82 " vec2 ssuv = gl_FragCoord.xy;\n"
83 " float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);\n"
84 " \n"
85 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
86 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
87 "\n"
88 " if( opacity+dither<0.5 )\n"
89 " discard;\n"
90 "\n"
91 " FragColor = uColour;\n"
92 "}\n"
93 ""},
94 };
95
96 static GLuint _uniform_model_gate_uMdl;
97 static GLuint _uniform_model_gate_uPv;
98 static GLuint _uniform_model_gate_uPvmPrev;
99 static GLuint _uniform_model_gate_uTime;
100 static GLuint _uniform_model_gate_uCam;
101 static GLuint _uniform_model_gate_uInvRes;
102 static GLuint _uniform_model_gate_uColour;
103 static void shader_model_gate_uMdl(m4x3f m){
104 glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m);
105 }
106 static void shader_model_gate_uPv(m4x4f m){
107 glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(float*)m);
108 }
109 static void shader_model_gate_uPvmPrev(m4x4f m){
110 glUniformMatrix4fv(_uniform_model_gate_uPvmPrev,1,GL_FALSE,(float*)m);
111 }
112 static void shader_model_gate_uTime(float f){
113 glUniform1f(_uniform_model_gate_uTime,f);
114 }
115 static void shader_model_gate_uCam(v3f v){
116 glUniform3fv(_uniform_model_gate_uCam,1,v);
117 }
118 static void shader_model_gate_uInvRes(v2f v){
119 glUniform2fv(_uniform_model_gate_uInvRes,1,v);
120 }
121 static void shader_model_gate_uColour(v4f v){
122 glUniform4fv(_uniform_model_gate_uColour,1,v);
123 }
124 static void shader_model_gate_register(void){
125 vg_shader_register( &_shader_model_gate );
126 }
127 static void shader_model_gate_use(void){ glUseProgram(_shader_model_gate.id); }
128 static void shader_model_gate_link(void){
129 _uniform_model_gate_uMdl = glGetUniformLocation( _shader_model_gate.id, "uMdl" );
130 _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" );
131 _uniform_model_gate_uPvmPrev = glGetUniformLocation( _shader_model_gate.id, "uPvmPrev" );
132 _uniform_model_gate_uTime = glGetUniformLocation( _shader_model_gate.id, "uTime" );
133 _uniform_model_gate_uCam = glGetUniformLocation( _shader_model_gate.id, "uCam" );
134 _uniform_model_gate_uInvRes = glGetUniformLocation( _shader_model_gate.id, "uInvRes" );
135 _uniform_model_gate_uColour = glGetUniformLocation( _shader_model_gate.id, "uColour" );
136 }
137 #endif /* SHADER_model_gate_H */