7cc9102706ad5219e5dcf1ddfd378e8218d829cb
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_vertex_blend.h
1 #ifndef SHADER_scene_vertex_blend_H
2 #define SHADER_scene_vertex_blend_H
3 static void shader_scene_vertex_blend_link(void);
4 static void shader_scene_vertex_blend_register(void);
5 static struct vg_shader _shader_scene_vertex_blend = {
6 .name = "scene_vertex_blend",
7 .link = shader_scene_vertex_blend_link,
8 .vs =
9 {
10 .orig_file = "shaders/scene.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec4 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "\n"
16 "#line 1 1 \n"
17 "const float k_motion_lerp_amount = 0.01;\n"
18 "\n"
19 "#line 2 0 \n"
20 "\n"
21 "out vec3 aMotionVec0;\n"
22 "out vec3 aMotionVec1;\n"
23 "\n"
24 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
25 "{\n"
26 " // This magically solves some artifacting errors!\n"
27 " //\n"
28 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
29 "\n"
30 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
31 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
32 "}\n"
33 "\n"
34 "#line 6 0 \n"
35 "\n"
36 "uniform mat4x3 uMdl;\n"
37 "uniform mat4 uPv;\n"
38 "uniform mat4 uPvmPrev;\n"
39 "\n"
40 "out vec2 aUv;\n"
41 "out vec4 aNorm;\n"
42 "out vec3 aCo;\n"
43 "out vec3 aWorldCo;\n"
44 "\n"
45 "void main()\n"
46 "{\n"
47 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
48 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
49 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
50 "\n"
51 " vs_motion_out( vproj0, vproj1 );\n"
52 "\n"
53 " gl_Position = vproj0;\n"
54 "\n"
55 " aUv = a_uv;\n"
56 " aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
57 " aCo = a_co;\n"
58 " aWorldCo = world_pos0;\n"
59 "}\n"
60 ""},
61 .fs =
62 {
63 .orig_file = "shaders/scene_vertex_blend.fs",
64 .static_src =
65 "uniform sampler2D uTexGarbage;\n"
66 "uniform sampler2D uTexGradients;\n"
67 "uniform vec3 uCamera;\n"
68 "\n"
69 "#line 1 1 \n"
70 "// :D\n"
71 "const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
72 "\n"
73 "#line 6 0 \n"
74 "#line 1 2 \n"
75 "// :D\n"
76 "\n"
77 "in vec2 aUv;\n"
78 "in vec4 aNorm;\n"
79 "in vec3 aCo;\n"
80 "in vec3 aWorldCo;\n"
81 "\n"
82 "#line 1 1 \n"
83 "layout (location = 0) out vec4 oColour;\n"
84 "\n"
85 "// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
86 "layout (std140) uniform ub_world_lighting\n"
87 "{\n"
88 " vec4 g_cube_min;\n"
89 " vec4 g_cube_inv_range;\n"
90 "\n"
91 " vec4 g_water_plane;\n"
92 " vec4 g_depth_bounds;\n"
93 "\n"
94 " vec4 g_daysky_colour;\n"
95 " vec4 g_nightsky_colour;\n"
96 " vec4 g_sunset_colour;\n"
97 " vec4 g_ambient_colour;\n"
98 " vec4 g_sunset_ambient;\n"
99 " vec4 g_sun_colour;\n"
100 " vec4 g_sun_dir;\n"
101 " vec4 g_board_0;\n"
102 " vec4 g_board_1;\n"
103 "\n"
104 " float g_water_fog;\n"
105 " float g_time;\n"
106 " float g_realtime;\n"
107 " float g_shadow_length;\n"
108 " float g_shadow_spread;\n"
109 "\n"
110 " float g_time_of_day;\n"
111 " float g_day_phase;\n"
112 " float g_sunset_phase;\n"
113 "\n"
114 " int g_light_preview;\n"
115 " int g_shadow_samples;\n"
116 "\n"
117 " int g_debug_indices;\n"
118 " int g_debug_complexity;\n"
119 "};\n"
120 "\n"
121 "uniform sampler2D g_world_depth;\n"
122 "uniform samplerBuffer uLightsArray;\n"
123 "uniform usampler3D uLightsIndex;\n"
124 "\n"
125 "#line 1 1 \n"
126 "//const vec3 DAYSKY_COLOUR = vec3( 0.37, 0.54, 0.97 );\n"
127 "//const vec3 NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
128 "//const vec3 SUNSET_COLOUR = vec3( 1.00, 0.32, 0.01 );\n"
129 "//const vec3 AMBIENT_COLOUR = vec3( 0.13, 0.17, 0.35 );\n"
130 "//const vec3 SUNSET_AMBIENT = vec3( 0.25, 0.17, 0.51 );\n"
131 "//const vec3 SUN_COLOUR = vec3( 1.10, 0.89, 0.35 );\n"
132 "\n"
133 "const float SUN_ANGLE = 0.0001;\n"
134 "const float PI = 3.14159265358979323846264;\n"
135 "\n"
136 "//struct world_info\n"
137 "//{\n"
138 "// float time,\n"
139 "// time_of_day,\n"
140 "// day_phase,\n"
141 "// sunset_phase;\n"
142 "// \n"
143 "// vec3 sun_dir;\n"
144 "//};\n"
145 "\n"
146 "vec3 rand33(vec3 p3)\n"
147 "{\n"
148 " p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
149 " p3 += dot(p3, p3.yxz+33.33);\n"
150 " return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
151 "}\n"
152 "\n"
153 "float stars( vec3 rd, float rr, float size ){\n"
154 " vec3 co = rd * rr;\n"
155 "\n"
156 " float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
157 "\n"
158 " float spaces = 1.0 / rr;\n"
159 " size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
160 " a -= mod(a, spaces) - spaces * 0.5;\n"
161 "\n"
162 " float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
163 " \n"
164 " float plane = atan(co.z, co.x) + 4.0 * PI;\n"
165 " plane = plane - mod(plane, PI / count);\n"
166 "\n"
167 " vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
168 "\n"
169 " float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
170 " float ydist = sqrt(rr * rr - level * level);\n"
171 " float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
172 " vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
173 " float star = smoothstep(size, 0.0, distance(center, co));\n"
174 " return star;\n"
175 "}\n"
176 "\n"
177 "float luminance( vec3 v )\n"
178 "{\n"
179 " return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
180 "}\n"
181 "\n"
182 "vec3 clearskies_ambient( vec3 dir )\n"
183 "{\n"
184 " float sun_azimuth = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
185 " float sky_gradient = dir.y;\n"
186 " \n"
187 " /* Blend phase colours */\n"
188 " vec3 ambient = g_daysky_colour.rgb * (g_day_phase-g_sunset_phase*0.1);\n"
189 " ambient += g_sunset_colour.rgb * (1.0-dir.y*0.5)*sun_azimuth;\n"
190 " ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
191 " \n"
192 " /* Add gradient */\n"
193 " ambient -= sky_gradient * luminance(ambient);\n"
194 " \n"
195 " return ambient;\n"
196 "}\n"
197 "\n"
198 "vec3 clearskies_sky( vec3 ray_dir )\n"
199 "{\n"
200 " ray_dir.y = abs( ray_dir.y );\n"
201 " vec3 sky_colour = clearskies_ambient( ray_dir );\n"
202 " \n"
203 " /* Sun */\n"
204 " float sun_theta = dot( ray_dir, g_sun_dir.xyz );\n"
205 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
206 " float sun_shape = pow( sun_size, 2000.0 );\n"
207 " sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
208 " \n"
209 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
210 " sun_colour *= sun_shape;\n"
211 "\n"
212 " \n"
213 " float star = 0.0;\n"
214 " float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
215 "\n"
216 " if( star_blend > 0.001 ){\n"
217 " for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
218 " float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
219 " star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
220 " }\n"
221 " }\n"
222 " \n"
223 " vec3 composite = sky_colour + sun_colour + star*star_blend;\n"
224 " return composite;\n"
225 "}\n"
226 "\n"
227 "vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
228 "{\n"
229 " float fresnel = 1.0 - abs(dot(normal,halfview));\n"
230 "\n"
231 " vec3 reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
232 " g_sunset_phase );\n"
233 "\n"
234 " vec3 sky_reflection = 0.5 * fresnel * reflect_colour;\n"
235 " vec3 light_sun = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
236 " dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
237 " ) * g_sun_colour.rgb * g_day_phase;\n"
238 "\n"
239 " float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
240 " vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
241 " g_sunset_phase );\n"
242 "\n"
243 " return ambient + (light_sun + sky_reflection) * shadow;\n"
244 "}\n"
245 "\n"
246 "#line 44 0 \n"
247 "\n"
248 "float world_depth_sample( vec3 pos )\n"
249 "{\n"
250 " vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
251 " return texture( g_world_depth, depth_coord ).r;\n"
252 "}\n"
253 "\n"
254 "float world_water_depth( vec3 pos )\n"
255 "{\n"
256 " float ref_depth = g_water_plane.y*g_water_plane.w;\n"
257 " return world_depth_sample( pos ) - ref_depth;\n"
258 "}\n"
259 "\n"
260 "float shadow_sample( vec3 co ){\n"
261 " float height_sample = world_depth_sample( co );\n"
262 "\n"
263 " float fdelta = height_sample - co.y;\n"
264 " return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
265 "}\n"
266 "\n"
267 "float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
268 " if( g_shadow_samples == 0 ){\n"
269 " return 1.0;\n"
270 " }\n"
271 "\n"
272 " float fspread = g_shadow_spread;\n"
273 " float flength = g_shadow_length;\n"
274 "\n"
275 " float famt = 0.0;\n"
276 " famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
277 " famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
278 " famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
279 " famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
280 "\n"
281 " //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
282 " //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
283 " //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
284 " //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
285 "\n"
286 " return 1.0 - famt;\n"
287 "}\n"
288 "\n"
289 "float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
290 "{\n"
291 " vec3 specdir = reflect( -dir, wnormal );\n"
292 " return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
293 "}\n"
294 "\n"
295 "vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
296 " float dist = pow(fdist*0.0010,0.78);\n"
297 " return mix( vfrag, colour, min( 1.0, dist ) );\n"
298 "}\n"
299 "\n"
300 "vec3 scene_calculate_light( int light_index, \n"
301 " vec3 halfview, vec3 co, vec3 normal )\n"
302 "{\n"
303 " vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
304 " vec4 light_co = texelFetch( uLightsArray, light_index+1 );\n"
305 " vec4 light_dir = texelFetch( uLightsArray, light_index+2 );\n"
306 "\n"
307 " vec3 light_delta = light_co.xyz-co;\n"
308 " float dist2 = dot(light_delta,light_delta);\n"
309 "\n"
310 " light_delta = normalize( light_delta );\n"
311 "\n"
312 " float quadratic = dist2*100.0;\n"
313 " float attenuation = 1.0/( 1.0 + quadratic );\n"
314 " attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
315 "\n"
316 " float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
317 "\n"
318 " if( light_dir.w < 0.999999 ){\n"
319 " float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
320 " falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
321 " }\n"
322 "\n"
323 " return light_colour.rgb * attenuation * falloff \n"
324 " * step( g_day_phase, light_colour.w );\n"
325 "}\n"
326 "\n"
327 "vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
328 " vec3 halfview, vec3 co, vec3 normal )\n"
329 "{\n"
330 " uint light_count = packed_index & 0x3u;\n"
331 "\n"
332 " vec3 l = vec3(0.0);\n"
333 "\n"
334 " if( light_count >= 1u ){\n"
335 " int index_0 = int( ((packed_index >> 2u) & 0x3ffu) * 3u );\n"
336 " int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
337 " int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
338 "\n"
339 " l += scene_calculate_light( index_0, halfview, co, normal );\n"
340 "\n"
341 " if( light_count >= 2u ){\n"
342 " l += scene_calculate_light( index_1, halfview, co, normal );\n"
343 "\n"
344 " if( light_count >= 3u ){\n"
345 " l += scene_calculate_light( index_2, halfview, co, normal );\n"
346 " }\n"
347 " }\n"
348 " }\n"
349 "\n"
350 " return l;\n"
351 "}\n"
352 "\n"
353 "vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
354 " float light_mask )\n"
355 "{\n"
356 " if( g_light_preview == 1 )\n"
357 " diffuse = vec3(0.75);\n"
358 "\n"
359 " // Lighting\n"
360 " vec3 halfview = uCamera - co;\n"
361 " float fdist = length(halfview);\n"
362 " halfview /= fdist;\n"
363 "\n"
364 " float world_shadow = newlight_compute_sun_shadow( \n"
365 " co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
366 "\n"
367 " vec3 total_light = clearskies_lighting( \n"
368 " normal, min( light_mask, world_shadow ), halfview );\n"
369 "\n"
370 " vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
371 " cube_coord = floor( cube_coord );\n"
372 "\n"
373 " if( g_debug_indices == 1 )\n"
374 " {\n"
375 " return rand33(cube_coord);\n"
376 " }\n"
377 "\n"
378 " if( g_debug_complexity == 1 )\n"
379 " {\n"
380 " ivec3 coord = ivec3( cube_coord );\n"
381 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
382 "\n"
383 " uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
384 " return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
385 " }\n"
386 "\n"
387 " // FIXME: this coord should absolutely must be clamped!\n"
388 " \n"
389 " ivec3 coord = ivec3( cube_coord );\n"
390 " uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
391 "\n"
392 " total_light += \n"
393 " scene_calculate_packed_light_patch( index_sample.x,\n"
394 " halfview, co, normal ) \n"
395 " * light_mask;\n"
396 " total_light += \n"
397 " scene_calculate_packed_light_patch( index_sample.y,\n"
398 " halfview, co, normal )\n"
399 " * light_mask;\n"
400 "\n"
401 " // Take a section of the sky function to give us a matching fog colour\n"
402 "\n"
403 " vec3 fog_colour = clearskies_ambient( -halfview );\n"
404 " float sun_theta = dot( -halfview, g_sun_dir.xyz );\n"
405 " float sun_size = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
406 " float sun_shape = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
407 " \n"
408 " vec3 sun_colour = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
409 " sun_colour *= sun_shape;\n"
410 "\n"
411 " fog_colour += sun_colour;\n"
412 " return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
413 "}\n"
414 "\n"
415 "#line 9 0 \n"
416 "\n"
417 "float sdLine( vec3 p, vec3 a, vec3 b )\n"
418 "{\n"
419 " vec3 pa = p - a;\n"
420 " vec3 ba = b - a;\n"
421 "\n"
422 " float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
423 " return length( pa - ba*h );\n"
424 "}\n"
425 "\n"
426 "float compute_board_shadow()\n"
427 "{\n"
428 " // player shadow\n"
429 " float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
430 " g_board_1.xyz )-0.1 );\n"
431 " float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
432 " player_shadow *= player_shadow*player_shadow*player_shadow;\n"
433 "\n"
434 " return 1.0 - player_shadow*0.8;\n"
435 "}\n"
436 "\n"
437 "vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
438 "{\n"
439 " return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
440 "}\n"
441 "\n"
442 "#line 7 0 \n"
443 "#line 1 3 \n"
444 "const float k_motion_lerp_amount = 0.01;\n"
445 "\n"
446 "#line 2 0 \n"
447 "\n"
448 "layout (location = 1) out vec2 oMotionVec;\n"
449 "\n"
450 "in vec3 aMotionVec0;\n"
451 "in vec3 aMotionVec1;\n"
452 "\n"
453 "void compute_motion_vectors()\n"
454 "{\n"
455 " // Write motion vectors\n"
456 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
457 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
458 "\n"
459 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
460 "}\n"
461 "\n"
462 "#line 8 0 \n"
463 "\n"
464 "void main()\n"
465 "{\n"
466 " compute_motion_vectors();\n"
467 "\n"
468 " vec3 vfrag = vec3(0.5,0.5,0.5);\n"
469 "\n"
470 " // ws modulation\n"
471 " vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);\n"
472 " \n"
473 " // Creating normal patches\n"
474 " vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
475 " vec3 qnorm = normalize(floor(aNorm.xyz*4.0+modnorm)*0.25);\n"
476 " qnorm += vec3(0.001,0.0,0.0);\n"
477 "\n"
478 " vec3 tangent0 = normalize(cross(qnorm,vec3(0.0,1.0,0.0)));\n"
479 " vec3 tangent1 = cross(qnorm,tangent0);\n"
480 " vec2 uvdiffuse = vec2( dot(tangent0,aCo), dot(tangent1,aCo) ) * 0.160;\n"
481 " \n"
482 " // Patch local noise\n"
483 " vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
484 "\n"
485 " // Colour blending\n"
486 " float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n"
487 " vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
488 "\n"
489 " vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
490 " vfrag -= rgarbage.a*0.04;\n"
491 "\n"
492 " if( g_light_preview == 1 )\n"
493 " {\n"
494 " vfrag = vec3(0.5);\n"
495 " }\n"
496 "\n"
497 " vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
498 " oColour = vec4(vfrag, 1.0);\n"
499 "}\n"
500 ""},
501 };
502
503 static GLuint _uniform_scene_vertex_blend_uMdl;
504 static GLuint _uniform_scene_vertex_blend_uPv;
505 static GLuint _uniform_scene_vertex_blend_uPvmPrev;
506 static GLuint _uniform_scene_vertex_blend_uTexGarbage;
507 static GLuint _uniform_scene_vertex_blend_uTexGradients;
508 static GLuint _uniform_scene_vertex_blend_uCamera;
509 static GLuint _uniform_scene_vertex_blend_g_world_depth;
510 static GLuint _uniform_scene_vertex_blend_uLightsArray;
511 static GLuint _uniform_scene_vertex_blend_uLightsIndex;
512 static void shader_scene_vertex_blend_uMdl(m4x3f m){
513 glUniformMatrix4x3fv(_uniform_scene_vertex_blend_uMdl,1,GL_FALSE,(float*)m);
514 }
515 static void shader_scene_vertex_blend_uPv(m4x4f m){
516 glUniformMatrix4fv(_uniform_scene_vertex_blend_uPv,1,GL_FALSE,(float*)m);
517 }
518 static void shader_scene_vertex_blend_uPvmPrev(m4x4f m){
519 glUniformMatrix4fv(_uniform_scene_vertex_blend_uPvmPrev,1,GL_FALSE,(float*)m);
520 }
521 static void shader_scene_vertex_blend_uTexGarbage(int i){
522 glUniform1i(_uniform_scene_vertex_blend_uTexGarbage,i);
523 }
524 static void shader_scene_vertex_blend_uTexGradients(int i){
525 glUniform1i(_uniform_scene_vertex_blend_uTexGradients,i);
526 }
527 static void shader_scene_vertex_blend_uCamera(v3f v){
528 glUniform3fv(_uniform_scene_vertex_blend_uCamera,1,v);
529 }
530 static void shader_scene_vertex_blend_g_world_depth(int i){
531 glUniform1i(_uniform_scene_vertex_blend_g_world_depth,i);
532 }
533 static void shader_scene_vertex_blend_register(void){
534 vg_shader_register( &_shader_scene_vertex_blend );
535 }
536 static void shader_scene_vertex_blend_use(void){ glUseProgram(_shader_scene_vertex_blend.id); }
537 static void shader_scene_vertex_blend_link(void){
538 _uniform_scene_vertex_blend_uMdl = glGetUniformLocation( _shader_scene_vertex_blend.id, "uMdl" );
539 _uniform_scene_vertex_blend_uPv = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPv" );
540 _uniform_scene_vertex_blend_uPvmPrev = glGetUniformLocation( _shader_scene_vertex_blend.id, "uPvmPrev" );
541 _uniform_scene_vertex_blend_uTexGarbage = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGarbage" );
542 _uniform_scene_vertex_blend_uTexGradients = glGetUniformLocation( _shader_scene_vertex_blend.id, "uTexGradients" );
543 _uniform_scene_vertex_blend_uCamera = glGetUniformLocation( _shader_scene_vertex_blend.id, "uCamera" );
544 _uniform_scene_vertex_blend_g_world_depth = glGetUniformLocation( _shader_scene_vertex_blend.id, "g_world_depth" );
545 _uniform_scene_vertex_blend_uLightsArray = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsArray" );
546 _uniform_scene_vertex_blend_uLightsIndex = glGetUniformLocation( _shader_scene_vertex_blend.id, "uLightsIndex" );
547 }
548 #endif /* SHADER_scene_vertex_blend_H */