revision 2
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / trail.h
index ee6090cd22847502989200d2608d7ecac984a2da..b9ab766b179cbef9b9a78dd511a21b52948b5bf5 100644 (file)
-#ifndef SHADER_trail_H
-#define SHADER_trail_H
-static void shader_trail_link(void);
-static void shader_trail_register(void);
-static struct vg_shader _shader_trail = {
-   .name = "trail",
-   .link = shader_trail_link,
-   .vs = 
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_trail;
+extern GLuint _uniform_trail_uPv;
+extern GLuint _uniform_trail_uPvPrev;
+extern GLuint _uniform_trail_uColour;
+static inline void shader_trail_uPv(m4x4f m)
 {
-.orig_file = "shaders/trail.vs",
-.static_src = 
-"layout (location=0) in vec4 a_co;\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      4        0 \n"
-"\n"
-"uniform mat4 uPv;\n"
-"uniform mat4 uPvPrev;\n"
-"\n"
-"out float aAlpha;\n"
-"\n"
-"void main(){\n"
-"   vec4 vproj0     = uPv     * vec4( a_co.xyz, 1.0 );\n"
-"   vec4 vproj1     = uPvPrev * vec4( a_co.xyz, 1.0 );\n"
-"   vs_motion_out( vproj0, vproj1 );\n"
-"\n"
-"   gl_Position = vproj0;\n"
-"   aAlpha = a_co.w;\n"
-"}\n"
-""},
-   .fs = 
-{
-.orig_file = "shaders/trail.fs",
-.static_src = 
-"layout (location = 0) out vec4 oColour;\n"
-"in float aAlpha;\n"
-"uniform vec4 uColour;\n"
-"\n"
-"#line       1        1 \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      6        0 \n"
-"\n"
-"void main(){\n"
-"   compute_motion_vectors();\n"
-"\n"
-"   vec2 ssuv = gl_FragCoord.xy;\n"
-"   vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
-"   float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
-"\n"
-"   if( aAlpha+dither<0.5 )\n"
-"      discard;\n"
-"\n"
-"   oColour = vec4( uColour.rgb, uColour.a * aAlpha );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_trail_uPv;
-static GLuint _uniform_trail_uPvPrev;
-static GLuint _uniform_trail_uColour;
-static void shader_trail_uPv(m4x4f m){
-   glUniformMatrix4fv(_uniform_trail_uPv,1,GL_FALSE,(float*)m);
+   glUniformMatrix4fv(_uniform_trail_uPv,1,GL_FALSE,(f32*)m);
 }
-static void shader_trail_uPvPrev(m4x4f m){
-   glUniformMatrix4fv(_uniform_trail_uPvPrev,1,GL_FALSE,(float*)m);
+static inline void shader_trail_uPvPrev(m4x4f m)
+{
+   glUniformMatrix4fv(_uniform_trail_uPvPrev,1,GL_FALSE,(f32*)m);
 }
-static void shader_trail_uColour(v4f v){
+static inline void shader_trail_uColour(v4f v)
+{
    glUniform4fv(_uniform_trail_uColour,1,v);
 }
-static void shader_trail_register(void){
-   vg_shader_register( &_shader_trail );
-}
-static void shader_trail_use(void){ glUseProgram(_shader_trail.id); }
-static void shader_trail_link(void){
-   _uniform_trail_uPv = glGetUniformLocation( _shader_trail.id, "uPv" );
-   _uniform_trail_uPvPrev = glGetUniformLocation( _shader_trail.id, "uPvPrev" );
-   _uniform_trail_uColour = glGetUniformLocation( _shader_trail.id, "uColour" );
+static inline void shader_trail_use(void);
+static inline void shader_trail_use(void)
+{
+   glUseProgram(_shader_trail.id);
 }
-#endif /* SHADER_trail_H */