revision 2
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scene_font.h
index 891947d25f369d92d21f35bdb243413ae9fc603d..53f22c3d72467aa811ce78629e44a1fcaa26c0ae 100644 (file)
-#ifndef SHADER_scene_font_H
-#define SHADER_scene_font_H
-static void shader_scene_font_link(void);
-static void shader_scene_font_register(void);
-static struct vg_shader _shader_scene_font = {
-   .name = "scene_font",
-   .link = shader_scene_font_link,
-   .vs = 
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_scene_font;
+extern GLuint _uniform_scene_font_uMdl;
+extern GLuint _uniform_scene_font_uPv;
+extern GLuint _uniform_scene_font_uPvmPrev;
+extern GLuint _uniform_scene_font_uOffset;
+extern GLuint _uniform_scene_font_uTexGarbage;
+extern GLuint _uniform_scene_font_uTexMain;
+extern GLuint _uniform_scene_font_uCamera;
+extern GLuint _uniform_scene_font_uTime;
+extern GLuint _uniform_scene_font_uOpacity;
+extern GLuint _uniform_scene_font_uColourize;
+extern GLuint _uniform_scene_font_g_world_depth;
+extern GLuint _uniform_scene_font_uLightsArray;
+extern GLuint _uniform_scene_font_uLightsIndex;
+static inline void shader_scene_font_uMdl(m4x3f m)
 {
-.orig_file = "shaders/model_font.vs",
-.static_src = 
-"layout (location=0) in vec3 a_co;\n"
-"layout (location=1) in vec3 a_norm;\n"
-"layout (location=2) in vec2 a_uv;\n"
-"\n"
-"#line       1        1 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line      2        0 \n"
-"\n"
-"out vec3 aMotionVec0;\n"
-"out vec3 aMotionVec1;\n"
-"\n"
-"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
-"{\n"
-"   // This magically solves some artifacting errors!\n"
-"   //\n"
-"   vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
-"\n"
-"   aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
-"   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
-"}\n"
-"\n"
-"#line      6        0 \n"
-"\n"
-"uniform mat4x3 uMdl;\n"
-"uniform mat4 uPv;\n"
-"uniform mat4 uPvmPrev;\n"
-"uniform vec4 uOffset;\n"
-"\n"
-"out vec2 aUv;\n"
-"out vec4 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"\n"
-"void main()\n"
-"{\n"
-"   vec3 co = a_co*uOffset.w+uOffset.xyz;\n"
-"   vec3 world_pos0 = uMdl     * vec4( co, 1.0 );\n"
-"   vec4 vproj0     = uPv      * vec4( world_pos0, 1.0 );\n"
-"   vec4 vproj1     = uPvmPrev * vec4( co, 1.0 );\n"
-"\n"
-"   vs_motion_out( vproj0, vproj1 );\n"
-"\n"
-"   gl_Position = vproj0;\n"
-"\n"
-"   aUv = a_uv;\n"
-"   aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
-"   aCo = co;\n"
-"   aWorldCo = world_pos0;\n"
-"}\n"
-""},
-   .fs = 
-{
-.orig_file = "shaders/scene_font.fs",
-.static_src = 
-"uniform sampler2D uTexGarbage; // unused\n"
-"uniform sampler2D uTexMain;    // unused\n"
-"uniform vec3 uCamera;\n"
-"uniform float uTime;\n"
-"uniform float uOpacity;\n"
-"uniform float uColourize;\n"
-"\n"
-"#line       1        1 \n"
-"// :D\n"
-"const float CLEARSKIES_LIGHT_DOT_MIN = 0.0;\n"
-"\n"
-"#line      9        0 \n"
-"#line       1        2 \n"
-"// :D\n"
-"\n"
-"in vec2 aUv;\n"
-"in vec4 aNorm;\n"
-"in vec3 aCo;\n"
-"in vec3 aWorldCo;\n"
-"\n"
-"#line       1        1 \n"
-"layout (location = 0) out vec4 oColour;\n"
-"\n"
-"// OpenGL wiki: Recommends do not use vec3 because of drivers. hence the v4s...\n"
-"layout (std140) uniform ub_world_lighting\n"
-"{\n"
-"   vec4 g_cube_min;\n"
-"   vec4 g_cube_inv_range;\n"
-"\n"
-"   vec4 g_water_plane;\n"
-"   vec4 g_depth_bounds;\n"
-"\n"
-"   vec4 g_daysky_colour;\n"
-"   vec4 g_nightsky_colour;\n"
-"   vec4 g_sunset_colour;\n"
-"   vec4 g_ambient_colour;\n"
-"   vec4 g_sunset_ambient;\n"
-"   vec4 g_sun_colour;\n"
-"   vec4 g_sun_dir;\n"
-"   vec4 g_board_0;\n"
-"   vec4 g_board_1;\n"
-"\n"
-"   float g_water_fog;\n"
-"   float g_time;\n"
-"   float g_realtime;\n"
-"   float g_shadow_length;\n"
-"   float g_shadow_spread;\n"
-"\n"
-"   float g_time_of_day;\n"
-"   float g_day_phase;\n"
-"   float g_sunset_phase;\n"
-"\n"
-"   int g_light_preview;\n"
-"   int g_shadow_samples;\n"
-"\n"
-"   int g_debug_indices;\n"
-"   int g_debug_complexity;\n"
-"};\n"
-"\n"
-"uniform sampler2D g_world_depth;\n"
-"uniform samplerBuffer uLightsArray;\n"
-"uniform usampler3D uLightsIndex;\n"
-"\n"
-"#line       1        1 \n"
-"//const vec3  DAYSKY_COLOUR   = vec3( 0.37, 0.54, 0.97 );\n"
-"//const vec3  NIGHTSKY_COLOUR = vec3( 0.03, 0.05, 0.20 );\n"
-"//const vec3  SUNSET_COLOUR   = vec3( 1.00, 0.32, 0.01 );\n"
-"//const vec3  AMBIENT_COLOUR  = vec3( 0.13, 0.17, 0.35 );\n"
-"//const vec3  SUNSET_AMBIENT  = vec3( 0.25, 0.17, 0.51 );\n"
-"//const vec3  SUN_COLOUR      = vec3( 1.10, 0.89, 0.35 );\n"
-"\n"
-"const float SUN_ANGLE       = 0.0001;\n"
-"const float PI              = 3.14159265358979323846264;\n"
-"\n"
-"//struct world_info\n"
-"//{\n"
-"//   float time,\n"
-"//         time_of_day,\n"
-"//         day_phase,\n"
-"//         sunset_phase;\n"
-"//   \n"
-"//   vec3 sun_dir;\n"
-"//};\n"
-"\n"
-"vec3 rand33(vec3 p3)\n"
-"{\n"
-"      p3 = fract(p3 * vec3(.1031, .1030, .0973));\n"
-"   p3 += dot(p3, p3.yxz+33.33);\n"
-"   return fract((p3.xxy + p3.yxx)*p3.zyx);\n"
-"}\n"
-"\n"
-"float stars( vec3 rd, float rr, float size ){\n"
-"   vec3 co = rd * rr;\n"
-"\n"
-"   float a = atan(co.y, length(co.xz)) + 4.0 * PI;\n"
-"\n"
-"   float spaces = 1.0 / rr;\n"
-"   size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;\n"
-"   a -= mod(a, spaces) - spaces * 0.5;\n"
-"\n"
-"   float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);\n"
-"   \n"
-"   float plane = atan(co.z, co.x) + 4.0 * PI;\n"
-"   plane = plane - mod(plane, PI / count);\n"
-"\n"
-"   vec2 delta = rand33(vec3(plane, a, 0.0)).xy;\n"
-"\n"
-"   float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;\n"
-"   float ydist = sqrt(rr * rr - level * level);\n"
-"   float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);\n"
-"   vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);\n"
-"   float star = smoothstep(size, 0.0, distance(center, co));\n"
-"   return star;\n"
-"}\n"
-"\n"
-"float luminance( vec3 v )\n"
-"{\n"
-"   return dot( v, vec3(0.2126, 0.7152, 0.0722) );\n"
-"}\n"
-"\n"
-"vec3 clearskies_ambient( vec3 dir )\n"
-"{\n"
-"   float sun_azimuth  = g_sunset_phase * (dot( dir.xz, g_sun_dir.xz )*0.4+0.6);\n"
-"   float sky_gradient = dir.y;\n"
-"   \n"
-"   /* Blend phase colours */\n"
-"   vec3 ambient  = g_daysky_colour.rgb   * (g_day_phase-g_sunset_phase*0.1);\n"
-"        ambient += g_sunset_colour.rgb   * (1.0-dir.y*0.5)*sun_azimuth;\n"
-"        ambient += g_nightsky_colour.rgb * (1.0-g_day_phase);\n"
-"   \n"
-"   /* Add gradient */\n"
-"        ambient -= sky_gradient * luminance(ambient);\n"
-"        \n"
-"   return ambient;\n"
-"}\n"
-"\n"
-"vec3 clearskies_sky( vec3 ray_dir )\n"
-"{\n"
-"   ray_dir.y = abs( ray_dir.y );\n"
-"   vec3 sky_colour  = clearskies_ambient( ray_dir );\n"
-"   \n"
-"   /* Sun */\n"
-"   float sun_theta  = dot( ray_dir, g_sun_dir.xyz );\n"
-"   float sun_size   = max( 0.0, sun_theta * 0.5 + 0.5 + SUN_ANGLE );\n"
-"   float sun_shape  = pow( sun_size, 2000.0 );\n"
-"         sun_shape += sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
-"         \n"
-"   vec3 sun_colour  = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
-"        sun_colour *= sun_shape;\n"
-"\n"
-"   \n"
-"   float star = 0.0;\n"
-"   float star_blend = 10.0*max(0.0,(1.0-g_day_phase*2.0));\n"
-"\n"
-"   if( star_blend > 0.001 ){\n"
-"      for( float j = 1.0; j <= 4.1; j += 1.0 ){\n"
-"         float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));\n"
-"         star += stars( ray_dir, 1.94 * pow( 1.64, j ), m ) * (1.0/pow(4.0, j));\n"
-"      }\n"
-"   }\n"
-"   \n"
-"   vec3 composite   = sky_colour + sun_colour + star*star_blend;\n"
-"   return composite;\n"
-"}\n"
-"\n"
-"vec3 clearskies_lighting( vec3 normal, float shadow, vec3 halfview )\n"
-"{\n"
-"   float fresnel = 1.0 - abs(dot(normal,halfview));\n"
-"\n"
-"   vec3  reflect_colour = mix( g_daysky_colour.rgb, g_sunset_colour.rgb, \n"
-"                               g_sunset_phase );\n"
-"\n"
-"   vec3  sky_reflection = 0.5 * fresnel * reflect_colour;\n"
-"   vec3  light_sun      = max( CLEARSKIES_LIGHT_DOT_MIN, \n"
-"                               dot(normal,g_sun_dir.xyz)*0.75+0.25\n"
-"                           ) * g_sun_colour.rgb * g_day_phase;\n"
-"\n"
-"   float scaled_shadow = max( shadow, 1.0 - max(g_sun_dir.y,0.0) );\n"
-"   vec3 ambient = mix( g_ambient_colour.rgb, g_sunset_ambient.rgb, \n"
-"                       g_sunset_phase );\n"
-"\n"
-"   return ambient + (light_sun + sky_reflection) * shadow;\n"
-"}\n"
-"\n"
-"#line     44        0 \n"
-"\n"
-"float world_depth_sample( vec3 pos )\n"
-"{\n"
-"   vec2 depth_coord = (pos.xz - g_depth_bounds.xy) * g_depth_bounds.zw; \n"
-"   return texture( g_world_depth, depth_coord ).r;\n"
-"}\n"
-"\n"
-"float world_water_depth( vec3 pos )\n"
-"{\n"
-"   float ref_depth = g_water_plane.y*g_water_plane.w;\n"
-"   return world_depth_sample( pos ) - ref_depth;\n"
-"}\n"
-"\n"
-"float shadow_sample( vec3 co ){\n"
-"   float height_sample = world_depth_sample( co );\n"
-"\n"
-"   float fdelta = height_sample - co.y;\n"
-"   return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
-"}\n"
-"\n"
-"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
-"   if( g_shadow_samples == 0 ){\n"
-"      return 1.0;\n"
-"   }\n"
-"\n"
-"   float fspread = g_shadow_spread;\n"
-"   float flength = g_shadow_length;\n"
-"\n"
-"   float famt = 0.0;\n"
-"   famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
-"   famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
-"   famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
-"   famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
-"\n"
-"   //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-"   //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-"   //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-"   //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
-"\n"
-"   return 1.0 - famt;\n"
-"}\n"
-"\n"
-"float newlight_specular( vec3 wnormal, vec3 dir, vec3 halfview, float exponent )\n"
-"{\n"
-"   vec3 specdir = reflect( -dir, wnormal );\n"
-"   return pow(max(dot( halfview, specdir ), 0.0), exponent);\n"
-"}\n"
-"\n"
-"vec3 scene_apply_fog( vec3 vfrag, vec3 colour, float fdist ){\n"
-"   float dist = pow(fdist*0.0010,0.78);\n"
-"   return mix( vfrag, colour, min( 1.0, dist ) );\n"
-"}\n"
-"\n"
-"vec3 scene_calculate_light( int light_index, \n"
-"                            vec3 halfview, vec3 co, vec3 normal )\n"
-"{\n"
-"   vec4 light_colour = texelFetch( uLightsArray, light_index+0 );\n"
-"   vec4 light_co     = texelFetch( uLightsArray, light_index+1 );\n"
-"   vec4 light_dir    = texelFetch( uLightsArray, light_index+2 );\n"
-"\n"
-"   vec3 light_delta = light_co.xyz-co;\n"
-"   float dist2 = dot(light_delta,light_delta);\n"
-"\n"
-"   light_delta = normalize( light_delta );\n"
-"\n"
-"   float quadratic = dist2*100.0;\n"
-"   float attenuation  = 1.0/( 1.0 + quadratic );\n"
-"         attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
-"\n"
-"   float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
-"\n"
-"   if( light_dir.w < 0.999999 ){\n"
-"      float spot_theta = max( 0.0, dot( light_delta, -light_dir.xyz ) );\n"
-"      falloff *= max( 0.0, (spot_theta - light_dir.w) / (1.0-light_dir.w) );\n"
-"   }\n"
-"\n"
-"   return light_colour.rgb * attenuation * falloff \n"
-"            * step( g_day_phase, light_colour.w );\n"
-"}\n"
-"\n"
-"vec3 scene_calculate_packed_light_patch( uint packed_index, \n"
-"                                         vec3 halfview, vec3 co, vec3 normal )\n"
-"{\n"
-"   uint light_count = packed_index & 0x3u;\n"
-"\n"
-"   vec3 l = vec3(0.0);\n"
-"\n"
-"   if( light_count >= 1u ){\n"
-"      int index_0 = int( ((packed_index >>  2u) & 0x3ffu) * 3u );\n"
-"      int index_1 = int( ((packed_index >> 12u) & 0x3ffu) * 3u );\n"
-"      int index_2 = int( ((packed_index >> 22u) & 0x3ffu) * 3u );\n"
-"\n"
-"      l += scene_calculate_light( index_0, halfview, co, normal );\n"
-"\n"
-"      if( light_count >= 2u ){\n"
-"         l += scene_calculate_light( index_1, halfview, co, normal );\n"
-"\n"
-"         if( light_count >= 3u ){\n"
-"            l += scene_calculate_light( index_2, halfview, co, normal );\n"
-"         }\n"
-"      }\n"
-"   }\n"
-"\n"
-"   return l;\n"
-"}\n"
-"\n"
-"vec3 world_compute_lighting( vec3 diffuse, vec3 normal, vec3 co,\n"
-"                             float light_mask )\n"
-"{\n"
-"   if( g_light_preview == 1 )\n"
-"      diffuse = vec3(0.75);\n"
-"\n"
-"   // Lighting\n"
-"   vec3 halfview = uCamera - co;\n"
-"   float fdist = length(halfview);\n"
-"   halfview /= fdist;\n"
-"\n"
-"   float world_shadow = newlight_compute_sun_shadow( \n"
-"               co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
-"\n"
-"   vec3 total_light = clearskies_lighting( \n"
-"                           normal, min( light_mask, world_shadow ), halfview );\n"
-"\n"
-"   vec3 cube_coord = (co - g_cube_min.xyz) * g_cube_inv_range.xyz;\n"
-"        cube_coord = floor( cube_coord );\n"
-"\n"
-"   if( g_debug_indices == 1 )\n"
-"   {\n"
-"      return rand33(cube_coord);\n"
-"   }\n"
-"\n"
-"   if( g_debug_complexity == 1 )\n"
-"   {\n"
-"      ivec3 coord = ivec3( cube_coord );\n"
-"      uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
-"\n"
-"      uint light_count = (index_sample.x & 0x3u) + (index_sample.y & 0x3u);\n"
-"      return vec3( float(light_count)*(1.0/6.0), 0.0, 0.5 );\n"
-"   }\n"
-"\n"
-"   // FIXME: this coord should absolutely must be clamped!\n"
-"   \n"
-"   ivec3 coord = ivec3( cube_coord );\n"
-"   uvec4 index_sample = texelFetch( uLightsIndex, coord, 0 );\n"
-"\n"
-"   total_light += \n"
-"      scene_calculate_packed_light_patch( index_sample.x,\n"
-"                                          halfview, co, normal ) \n"
-"                                          * light_mask;\n"
-"   total_light += \n"
-"      scene_calculate_packed_light_patch( index_sample.y,\n"
-"                                          halfview, co, normal )\n"
-"                                          * light_mask;\n"
-"\n"
-"   // Take a section of the sky function to give us a matching fog colour\n"
-"\n"
-"   vec3 fog_colour  = clearskies_ambient( -halfview );\n"
-"   float sun_theta  = dot( -halfview, g_sun_dir.xyz );\n"
-"   float sun_size   = max( 0.0, sun_theta * 0.5 + 0.5 );\n"
-"   float sun_shape  = sun_size * max(g_sun_dir.y,0.0) * 0.5;\n"
-"         \n"
-"   vec3 sun_colour  = mix( vec3(1.0), g_sunset_colour.rgb, g_sunset_phase*0.5 );\n"
-"        sun_colour *= sun_shape;\n"
-"\n"
-"   fog_colour += sun_colour;\n"
-"   return scene_apply_fog( diffuse * total_light, fog_colour, fdist );\n"
-"}\n"
-"\n"
-"#line      9        0 \n"
-"\n"
-"float sdLine( vec3 p, vec3 a, vec3 b )\n"
-"{\n"
-"  vec3 pa = p - a;\n"
-"  vec3 ba = b - a;\n"
-"\n"
-"  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
-"  return length( pa - ba*h );\n"
-"}\n"
-"\n"
-"float compute_board_shadow()\n"
-"{\n"
-"   // player shadow\n"
-"   float dist_to_player = max( 0.0, sdLine( aWorldCo, g_board_0.xyz,\n"
-"                                                      g_board_1.xyz )-0.1 );\n"
-"   float player_shadow = max( 1.0-dist_to_player*2.7, 0.0 );\n"
-"   player_shadow *= player_shadow*player_shadow*player_shadow;\n"
-"\n"
-"   return 1.0 - player_shadow*0.8;\n"
-"}\n"
-"\n"
-"vec3 scene_compute_lighting( vec3 diffuse, vec3 normal, vec3 co )\n"
-"{\n"
-"   return world_compute_lighting( diffuse, normal, co, compute_board_shadow() );\n"
-"}\n"
-"\n"
-"#line     10        0 \n"
-"#line       1        3 \n"
-"const float k_motion_lerp_amount = 0.01;\n"
-"\n"
-"#line      2        0 \n"
-"\n"
-"layout (location = 1) out vec2 oMotionVec;\n"
-"\n"
-"in vec3 aMotionVec0;\n"
-"in vec3 aMotionVec1;\n"
-"\n"
-"void compute_motion_vectors()\n"
-"{\n"
-"   // Write motion vectors\n"
-"   vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
-"   vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
-"\n"
-"   oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
-"}\n"
-"\n"
-"#line     11        0 \n"
-"\n"
-"vec3 pal( float t ){\n"
-"   vec3 a = vec3(0.30,0.3,0.3);\n"
-"   vec3 b = vec3(0.8);\n"
-"   vec3 c = vec3(0.28,0.3,0.4);\n"
-"   vec3 d = vec3(0.00,0.1,0.1);\n"
-"   return a + b*cos( 6.28318*(c*t+d) );\n"
-"}\n"
-"\n"
-"void main(){\n"
-"   compute_motion_vectors();\n"
-"   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
-"   vec3 qnorm = aNorm.xyz;\n"
-"\n"
-"   //vec4 vsamplemain = texture( uTexMain, aUv );\n"
-"   //vfrag = vsamplemain.rgb;\n"
-"\n"
-"   vec4 spread0 = uTime*0.0002*vec4(  17.3,-19.6, 23.2,-47.7 );\n"
-"   vec4 spread1 = uTime*0.0002*vec4( -13.3, 12.6,-28.2, 14.7 );\n"
-"\n"
-"   vec2 p = aCo.xy + vec2(0.3);\n"
-"   float a = atan( p.y/p.x );\n"
-"   vec4 v0 = step( vec4(0.5), fract(vec4(a) + spread0) );\n"
-"   vec4 v1 = step( vec4(0.5), fract(vec4(a) + spread1) );\n"
-"\n"
-"   float d = ( v0.x+v0.y+v0.z+v0.w +\n"
-"               v1.x+v1.y+v1.z+v1.w ) * 0.125;\n"
-"   \n"
-"   float dither = fract(dot(vec2(171.0,231.0),gl_FragCoord.xy)/71.0);\n"
-"   float x = d*0.8+length(p)*0.3;\n"
-"   x = (floor(x*8.0) + step(dither, fract(x * 8.0))) / 8.0;\n"
-"\n"
-"   if( x + (uOpacity*2.0-1.0) < 0.5 ) \n"
-"      discard;\n"
-"\n"
-"   vfrag = mix( vec3(x), pal( x ), uColourize );\n"
-"\n"
-"   if( g_light_preview == 1 ){\n"
-"      vfrag = vec3(0.5);\n"
-"   }\n"
-"\n"
-"   vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-"   oColour = vec4( vfrag, 1.0 );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_scene_font_uMdl;
-static GLuint _uniform_scene_font_uPv;
-static GLuint _uniform_scene_font_uPvmPrev;
-static GLuint _uniform_scene_font_uOffset;
-static GLuint _uniform_scene_font_uTexGarbage;
-static GLuint _uniform_scene_font_uTexMain;
-static GLuint _uniform_scene_font_uCamera;
-static GLuint _uniform_scene_font_uTime;
-static GLuint _uniform_scene_font_uOpacity;
-static GLuint _uniform_scene_font_uColourize;
-static GLuint _uniform_scene_font_g_world_depth;
-static GLuint _uniform_scene_font_uLightsArray;
-static GLuint _uniform_scene_font_uLightsIndex;
-static void shader_scene_font_uMdl(m4x3f m){
-   glUniformMatrix4x3fv(_uniform_scene_font_uMdl,1,GL_FALSE,(float*)m);
+   glUniformMatrix4x3fv(_uniform_scene_font_uMdl,1,GL_FALSE,(f32*)m);
 }
-static void shader_scene_font_uPv(m4x4f m){
-   glUniformMatrix4fv(_uniform_scene_font_uPv,1,GL_FALSE,(float*)m);
+static inline void shader_scene_font_uPv(m4x4f m)
+{
+   glUniformMatrix4fv(_uniform_scene_font_uPv,1,GL_FALSE,(f32*)m);
 }
-static void shader_scene_font_uPvmPrev(m4x4f m){
-   glUniformMatrix4fv(_uniform_scene_font_uPvmPrev,1,GL_FALSE,(float*)m);
+static inline void shader_scene_font_uPvmPrev(m4x4f m)
+{
+   glUniformMatrix4fv(_uniform_scene_font_uPvmPrev,1,GL_FALSE,(f32*)m);
 }
-static void shader_scene_font_uOffset(v4f v){
+static inline void shader_scene_font_uOffset(v4f v)
+{
    glUniform4fv(_uniform_scene_font_uOffset,1,v);
 }
-static void shader_scene_font_uTexGarbage(int i){
+static inline void shader_scene_font_uTexGarbage(int i)
+{
    glUniform1i(_uniform_scene_font_uTexGarbage,i);
 }
-static void shader_scene_font_uTexMain(int i){
+static inline void shader_scene_font_uTexMain(int i)
+{
    glUniform1i(_uniform_scene_font_uTexMain,i);
 }
-static void shader_scene_font_uCamera(v3f v){
+static inline void shader_scene_font_uCamera(v3f v)
+{
    glUniform3fv(_uniform_scene_font_uCamera,1,v);
 }
-static void shader_scene_font_uTime(float f){
+static inline void shader_scene_font_uTime(f32 f)
+{
    glUniform1f(_uniform_scene_font_uTime,f);
 }
-static void shader_scene_font_uOpacity(float f){
+static inline void shader_scene_font_uOpacity(f32 f)
+{
    glUniform1f(_uniform_scene_font_uOpacity,f);
 }
-static void shader_scene_font_uColourize(float f){
+static inline void shader_scene_font_uColourize(f32 f)
+{
    glUniform1f(_uniform_scene_font_uColourize,f);
 }
-static void shader_scene_font_g_world_depth(int i){
+static inline void shader_scene_font_g_world_depth(int i)
+{
    glUniform1i(_uniform_scene_font_g_world_depth,i);
 }
-static void shader_scene_font_register(void){
-   vg_shader_register( &_shader_scene_font );
-}
-static void shader_scene_font_use(void){ glUseProgram(_shader_scene_font.id); }
-static void shader_scene_font_link(void){
-   _uniform_scene_font_uMdl = glGetUniformLocation( _shader_scene_font.id, "uMdl" );
-   _uniform_scene_font_uPv = glGetUniformLocation( _shader_scene_font.id, "uPv" );
-   _uniform_scene_font_uPvmPrev = glGetUniformLocation( _shader_scene_font.id, "uPvmPrev" );
-   _uniform_scene_font_uOffset = glGetUniformLocation( _shader_scene_font.id, "uOffset" );
-   _uniform_scene_font_uTexGarbage = glGetUniformLocation( _shader_scene_font.id, "uTexGarbage" );
-   _uniform_scene_font_uTexMain = glGetUniformLocation( _shader_scene_font.id, "uTexMain" );
-   _uniform_scene_font_uCamera = glGetUniformLocation( _shader_scene_font.id, "uCamera" );
-   _uniform_scene_font_uTime = glGetUniformLocation( _shader_scene_font.id, "uTime" );
-   _uniform_scene_font_uOpacity = glGetUniformLocation( _shader_scene_font.id, "uOpacity" );
-   _uniform_scene_font_uColourize = glGetUniformLocation( _shader_scene_font.id, "uColourize" );
-   _uniform_scene_font_g_world_depth = glGetUniformLocation( _shader_scene_font.id, "g_world_depth" );
-   _uniform_scene_font_uLightsArray = glGetUniformLocation( _shader_scene_font.id, "uLightsArray" );
-   _uniform_scene_font_uLightsIndex = glGetUniformLocation( _shader_scene_font.id, "uLightsIndex" );
+static inline void shader_scene_font_use(void);
+static inline void shader_scene_font_use(void)
+{
+   glUseProgram(_shader_scene_font.id);
 }
-#endif /* SHADER_scene_font_H */