#include "vg/vg_log.h"
#include "vg/vg_opt.h"
#include "vg/vg_build.h"
+#include "vg/vg_build_utils_shader.h"
/*
* c build.c --release --clang
compiled_something = 1;
}
+void build_shaders(void);
void build_game( enum compiler compiler )
{
+ static int shaders_built = 0;
+ if( !shaders_built )
+ {
+ shaders_built = 1;
+ build_shaders();
+ }
+
vg_build_start( "skaterift", compiler );
vg_build_object( "skaterift.c " );
vg_build_add_link_for_graphics();
}
}
}
+
+void _shader( char *name, char *vs, char *fs )
+{
+ vg_build_shader( vs, fs, NULL, "shaders", name );
+}
+
+void build_shaders(void)
+{
+ vg_shader_set_include_dir( "shaders" );
+
+ _shader( "blit", "shaders/blit.vs", "shaders/blit.fs" );
+ _shader( "blit", "shaders/blit.vs", "shaders/blit.fs" );
+ _shader( "standard", "shaders/standard.vs", "shaders/standard.fs" );
+ _shader( "vblend", "shaders/standard.vs", "shaders/vblend.fs" );
+ _shader( "terrain", "shaders/standard.vs", "shaders/terrain.fs" );
+ _shader( "sky", "shaders/standard.vs", "shaders/sky.fs" );
+ _shader( "planeinf", "shaders/standard.vs", "shaders/planeinf.fs" );
+ _shader( "gpos", "shaders/standard.vs", "shaders/gpos.fs" );
+ _shader( "fscolour", "shaders/blit.vs", "shaders/colour.fs" );
+ _shader( "alphatest", "shaders/standard.vs", "shaders/std_alphatest.fs" );
+ _shader( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" );
+ _shader( "water", "shaders/standard.vs", "shaders/water.fs" );
+ _shader( "water_fast","shaders/standard.vs", "shaders/water_fast.fs" );
+ _shader( "gate", "shaders/gate.vs", "shaders/gate.fs" );
+ _shader( "gatelq", "shaders/gate.vs", "shaders/gate_lq.fs" );
+ _shader( "route", "shaders/standard.vs", "shaders/route.fs" );
+ _shader( "routeui", "shaders/routeui.vs", "shaders/routeui.fs" );
+ _shader( "viewchar", "shaders/standard_skinned.vs", "shaders/viewchar.fs" );
+ _shader( "menu", "shaders/standard.vs", "shaders/menu.fs" );
+}
.link = shader_alphatest_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/std_alphatest.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_alphatest_uPlane;
static GLuint _uniform_alphatest_g_world_depth;
static void shader_alphatest_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_alphatest_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_alphatest_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_alphatest_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_alphatest_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_alphatest_uPv,1,GL_FALSE,(float*)m);
}
static void shader_alphatest_uTexGarbage(int i){
- glUniform1i( _uniform_alphatest_uTexGarbage, i );
+ glUniform1i(_uniform_alphatest_uTexGarbage,i);
}
static void shader_alphatest_uTexMain(int i){
- glUniform1i( _uniform_alphatest_uTexMain, i );
+ glUniform1i(_uniform_alphatest_uTexMain,i);
}
static void shader_alphatest_uCamera(v3f v){
- glUniform3fv( _uniform_alphatest_uCamera, 1, v );
+ glUniform3fv(_uniform_alphatest_uCamera,1,v);
}
static void shader_alphatest_uPlane(v4f v){
- glUniform4fv( _uniform_alphatest_uPlane, 1, v );
+ glUniform4fv(_uniform_alphatest_uPlane,1,v);
}
static void shader_alphatest_g_world_depth(int i){
- glUniform1i( _uniform_alphatest_g_world_depth, i );
+ glUniform1i(_uniform_alphatest_g_world_depth,i);
}
static void shader_alphatest_register(void){
vg_shader_register( &_shader_alphatest );
.link = shader_blit_link,
.vs =
{
-.orig_file = "../../shaders/blit.vs",
.static_src =
"layout (location=0) in vec2 a_co;\n"
"out vec2 aUv;\n"
""},
.fs =
{
-.orig_file = "../../shaders/blit.fs",
.static_src =
"out vec4 FragColor;\n"
"uniform sampler2D uTexMain;\n"
static GLuint _uniform_blit_uTexMain;
static void shader_blit_uTexMain(int i){
- glUniform1i( _uniform_blit_uTexMain, i );
+ glUniform1i(_uniform_blit_uTexMain,i);
}
static void shader_blit_register(void){
vg_shader_register( &_shader_blit );
.link = shader_fscolour_link,
.vs =
{
-.orig_file = "../../shaders/blit.vs",
.static_src =
"layout (location=0) in vec2 a_co;\n"
"out vec2 aUv;\n"
""},
.fs =
{
-.orig_file = "../../shaders/colour.fs",
.static_src =
"out vec4 FragColor;\n"
"uniform vec4 uColour;\n"
static GLuint _uniform_fscolour_uColour;
static void shader_fscolour_uColour(v4f v){
- glUniform4fv( _uniform_fscolour_uColour, 1, v );
+ glUniform4fv(_uniform_fscolour_uColour,1,v);
}
static void shader_fscolour_register(void){
vg_shader_register( &_shader_fscolour );
.link = shader_gate_link,
.vs =
{
-.orig_file = "../../shaders/gate.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/gate.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_gate_uTime;
static GLuint _uniform_gate_uCam;
static void shader_gate_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_gate_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_gate_uPv,1,GL_FALSE,(float*)m);
}
static void shader_gate_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_gate_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_gate_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_gate_uTexMain(int i){
- glUniform1i( _uniform_gate_uTexMain, i );
+ glUniform1i(_uniform_gate_uTexMain,i);
}
static void shader_gate_uTexWater(int i){
- glUniform1i( _uniform_gate_uTexWater, i );
+ glUniform1i(_uniform_gate_uTexWater,i);
}
static void shader_gate_uInvRes(v2f v){
- glUniform2fv( _uniform_gate_uInvRes, 1, v );
+ glUniform2fv(_uniform_gate_uInvRes,1,v);
}
static void shader_gate_uTime(float f){
- glUniform1f( _uniform_gate_uTime, f );
+ glUniform1f(_uniform_gate_uTime,f);
}
static void shader_gate_uCam(v3f v){
- glUniform3fv( _uniform_gate_uCam, 1, v );
+ glUniform3fv(_uniform_gate_uCam,1,v);
}
static void shader_gate_register(void){
vg_shader_register( &_shader_gate );
.link = shader_gatelq_link,
.vs =
{
-.orig_file = "../../shaders/gate.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/gate_lq.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_gatelq_uCam;
static GLuint _uniform_gatelq_uInvRes;
static void shader_gatelq_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_gatelq_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_gatelq_uPv,1,GL_FALSE,(float*)m);
}
static void shader_gatelq_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_gatelq_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_gatelq_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_gatelq_uTime(float f){
- glUniform1f( _uniform_gatelq_uTime, f );
+ glUniform1f(_uniform_gatelq_uTime,f);
}
static void shader_gatelq_uCam(v3f v){
- glUniform3fv( _uniform_gatelq_uCam, 1, v );
+ glUniform3fv(_uniform_gatelq_uCam,1,v);
}
static void shader_gatelq_uInvRes(v2f v){
- glUniform2fv( _uniform_gatelq_uInvRes, 1, v );
+ glUniform2fv(_uniform_gatelq_uInvRes,1,v);
}
static void shader_gatelq_register(void){
vg_shader_register( &_shader_gatelq );
.link = shader_gpos_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/gpos.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_gpos_uCamera;
static GLuint _uniform_gpos_g_world_depth;
static void shader_gpos_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_gpos_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_gpos_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_gpos_uPv,1,GL_FALSE,(float*)m);
}
static void shader_gpos_uCamera(v3f v){
- glUniform3fv( _uniform_gpos_uCamera, 1, v );
+ glUniform3fv(_uniform_gpos_uCamera,1,v);
}
static void shader_gpos_g_world_depth(int i){
- glUniform1i( _uniform_gpos_g_world_depth, i );
+ glUniform1i(_uniform_gpos_g_world_depth,i);
}
static void shader_gpos_register(void){
vg_shader_register( &_shader_gpos );
.link = shader_menu_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/menu.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_menu_uTexMain;
static GLuint _uniform_menu_uColour;
static void shader_menu_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_menu_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_menu_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_menu_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_menu_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_menu_uPv,1,GL_FALSE,(float*)m);
}
static void shader_menu_uTexMain(int i){
- glUniform1i( _uniform_menu_uTexMain, i );
+ glUniform1i(_uniform_menu_uTexMain,i);
}
static void shader_menu_uColour(v4f v){
- glUniform4fv( _uniform_menu_uColour, 1, v );
+ glUniform4fv(_uniform_menu_uColour,1,v);
}
static void shader_menu_register(void){
vg_shader_register( &_shader_menu );
.link = shader_planeinf_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/planeinf.fs",
.static_src =
"\n"
"#line 2 0 \n"
static GLuint _uniform_planeinf_uCamera;
static GLuint _uniform_planeinf_uPlane;
static void shader_planeinf_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_planeinf_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_planeinf_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_planeinf_uPv,1,GL_FALSE,(float*)m);
}
static void shader_planeinf_uCamera(v3f v){
- glUniform3fv( _uniform_planeinf_uCamera, 1, v );
+ glUniform3fv(_uniform_planeinf_uCamera,1,v);
}
static void shader_planeinf_uPlane(v4f v){
- glUniform4fv( _uniform_planeinf_uPlane, 1, v );
+ glUniform4fv(_uniform_planeinf_uPlane,1,v);
}
static void shader_planeinf_register(void){
vg_shader_register( &_shader_planeinf );
.link = shader_route_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/route.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_route_uColour;
static GLuint _uniform_route_g_world_depth;
static void shader_route_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_route_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_route_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_route_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_route_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_route_uPv,1,GL_FALSE,(float*)m);
}
static void shader_route_uTexGarbage(int i){
- glUniform1i( _uniform_route_uTexGarbage, i );
+ glUniform1i(_uniform_route_uTexGarbage,i);
}
static void shader_route_uTexGradients(int i){
- glUniform1i( _uniform_route_uTexGradients, i );
+ glUniform1i(_uniform_route_uTexGradients,i);
}
static void shader_route_uCamera(v3f v){
- glUniform3fv( _uniform_route_uCamera, 1, v );
+ glUniform3fv(_uniform_route_uCamera,1,v);
}
static void shader_route_uColour(v4f v){
- glUniform4fv( _uniform_route_uColour, 1, v );
+ glUniform4fv(_uniform_route_uColour,1,v);
}
static void shader_route_g_world_depth(int i){
- glUniform1i( _uniform_route_g_world_depth, i );
+ glUniform1i(_uniform_route_g_world_depth,i);
}
static void shader_route_register(void){
vg_shader_register( &_shader_route );
.link = shader_routeui_link,
.vs =
{
-.orig_file = "../../shaders/routeui.vs",
.static_src =
"layout (location=0) in vec2 a_co;\n"
"\n"
""},
.fs =
{
-.orig_file = "../../shaders/routeui.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_routeui_uOffset;
static GLuint _uniform_routeui_uColour;
static void shader_routeui_uOffset(v4f v){
- glUniform4fv( _uniform_routeui_uOffset, 1, v );
+ glUniform4fv(_uniform_routeui_uOffset,1,v);
}
static void shader_routeui_uColour(v4f v){
- glUniform4fv( _uniform_routeui_uColour, 1, v );
+ glUniform4fv(_uniform_routeui_uColour,1,v);
}
static void shader_routeui_register(void){
vg_shader_register( &_shader_routeui );
.link = shader_scoretext_link,
.vs =
{
-.orig_file = "../../shaders/scoretext.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/vblend.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_scoretext_uCamera;
static GLuint _uniform_scoretext_g_world_depth;
static void shader_scoretext_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_scoretext_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_scoretext_uPv,1,GL_FALSE,(float*)m);
}
static void shader_scoretext_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_scoretext_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_scoretext_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_scoretext_uInfo(v3f v){
- glUniform3fv( _uniform_scoretext_uInfo, 1, v );
+ glUniform3fv(_uniform_scoretext_uInfo,1,v);
}
static void shader_scoretext_uTexGarbage(int i){
- glUniform1i( _uniform_scoretext_uTexGarbage, i );
+ glUniform1i(_uniform_scoretext_uTexGarbage,i);
}
static void shader_scoretext_uTexGradients(int i){
- glUniform1i( _uniform_scoretext_uTexGradients, i );
+ glUniform1i(_uniform_scoretext_uTexGradients,i);
}
static void shader_scoretext_uCamera(v3f v){
- glUniform3fv( _uniform_scoretext_uCamera, 1, v );
+ glUniform3fv(_uniform_scoretext_uCamera,1,v);
}
static void shader_scoretext_g_world_depth(int i){
- glUniform1i( _uniform_scoretext_g_world_depth, i );
+ glUniform1i(_uniform_scoretext_g_world_depth,i);
}
static void shader_scoretext_register(void){
vg_shader_register( &_shader_scoretext );
.link = shader_sky_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/sky.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_sky_uTexGarbage;
static GLuint _uniform_sky_uTime;
static void shader_sky_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_sky_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
}
static void shader_sky_uColour(v4f v){
- glUniform4fv( _uniform_sky_uColour, 1, v );
+ glUniform4fv(_uniform_sky_uColour,1,v);
}
static void shader_sky_uTexGarbage(int i){
- glUniform1i( _uniform_sky_uTexGarbage, i );
+ glUniform1i(_uniform_sky_uTexGarbage,i);
}
static void shader_sky_uTime(float f){
- glUniform1f( _uniform_sky_uTime, f );
+ glUniform1f(_uniform_sky_uTime,f);
}
static void shader_sky_register(void){
vg_shader_register( &_shader_sky );
.link = shader_standard_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/standard.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_standard_uPlane;
static GLuint _uniform_standard_g_world_depth;
static void shader_standard_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_standard_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_standard_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_standard_uPv,1,GL_FALSE,(float*)m);
}
static void shader_standard_uTexGarbage(int i){
- glUniform1i( _uniform_standard_uTexGarbage, i );
+ glUniform1i(_uniform_standard_uTexGarbage,i);
}
static void shader_standard_uTexMain(int i){
- glUniform1i( _uniform_standard_uTexMain, i );
+ glUniform1i(_uniform_standard_uTexMain,i);
}
static void shader_standard_uCamera(v3f v){
- glUniform3fv( _uniform_standard_uCamera, 1, v );
+ glUniform3fv(_uniform_standard_uCamera,1,v);
}
static void shader_standard_uPlane(v4f v){
- glUniform4fv( _uniform_standard_uPlane, 1, v );
+ glUniform4fv(_uniform_standard_uPlane,1,v);
}
static void shader_standard_g_world_depth(int i){
- glUniform1i( _uniform_standard_g_world_depth, i );
+ glUniform1i(_uniform_standard_g_world_depth,i);
}
static void shader_standard_register(void){
vg_shader_register( &_shader_standard );
.link = shader_terrain_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/terrain.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_terrain_uBlendOffset;
static GLuint _uniform_terrain_g_world_depth;
static void shader_terrain_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_terrain_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_terrain_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_terrain_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m);
}
static void shader_terrain_uTexGarbage(int i){
- glUniform1i( _uniform_terrain_uTexGarbage, i );
+ glUniform1i(_uniform_terrain_uTexGarbage,i);
}
static void shader_terrain_uTexGradients(int i){
- glUniform1i( _uniform_terrain_uTexGradients, i );
+ glUniform1i(_uniform_terrain_uTexGradients,i);
}
static void shader_terrain_uCamera(v3f v){
- glUniform3fv( _uniform_terrain_uCamera, 1, v );
+ glUniform3fv(_uniform_terrain_uCamera,1,v);
}
static void shader_terrain_uSandColour(v3f v){
- glUniform3fv( _uniform_terrain_uSandColour, 1, v );
+ glUniform3fv(_uniform_terrain_uSandColour,1,v);
}
static void shader_terrain_uBlendOffset(v2f v){
- glUniform2fv( _uniform_terrain_uBlendOffset, 1, v );
+ glUniform2fv(_uniform_terrain_uBlendOffset,1,v);
}
static void shader_terrain_g_world_depth(int i){
- glUniform1i( _uniform_terrain_g_world_depth, i );
+ glUniform1i(_uniform_terrain_g_world_depth,i);
}
static void shader_terrain_register(void){
vg_shader_register( &_shader_terrain );
.link = shader_vblend_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/vblend.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_vblend_uCamera;
static GLuint _uniform_vblend_g_world_depth;
static void shader_vblend_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_vblend_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_vblend_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_vblend_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_vblend_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_vblend_uPv,1,GL_FALSE,(float*)m);
}
static void shader_vblend_uTexGarbage(int i){
- glUniform1i( _uniform_vblend_uTexGarbage, i );
+ glUniform1i(_uniform_vblend_uTexGarbage,i);
}
static void shader_vblend_uTexGradients(int i){
- glUniform1i( _uniform_vblend_uTexGradients, i );
+ glUniform1i(_uniform_vblend_uTexGradients,i);
}
static void shader_vblend_uCamera(v3f v){
- glUniform3fv( _uniform_vblend_uCamera, 1, v );
+ glUniform3fv(_uniform_vblend_uCamera,1,v);
}
static void shader_vblend_g_world_depth(int i){
- glUniform1i( _uniform_vblend_g_world_depth, i );
+ glUniform1i(_uniform_vblend_g_world_depth,i);
}
static void shader_vblend_register(void){
vg_shader_register( &_shader_vblend );
.link = shader_viewchar_link,
.vs =
{
-.orig_file = "../../shaders/standard_skinned.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/viewchar.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_viewchar_uCamera;
static GLuint _uniform_viewchar_g_world_depth;
static void shader_viewchar_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m);
}
static void shader_viewchar_uTexMain(int i){
- glUniform1i( _uniform_viewchar_uTexMain, i );
+ glUniform1i(_uniform_viewchar_uTexMain,i);
}
static void shader_viewchar_uCamera(v3f v){
- glUniform3fv( _uniform_viewchar_uCamera, 1, v );
+ glUniform3fv(_uniform_viewchar_uCamera,1,v);
}
static void shader_viewchar_g_world_depth(int i){
- glUniform1i( _uniform_viewchar_g_world_depth, i );
+ glUniform1i(_uniform_viewchar_g_world_depth,i);
}
static void shader_viewchar_register(void){
vg_shader_register( &_shader_viewchar );
.link = shader_water_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/water.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_water_uOceanColour;
static GLuint _uniform_water_g_world_depth;
static void shader_water_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_water_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_water_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_water_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_water_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_water_uPv,1,GL_FALSE,(float*)m);
}
static void shader_water_uTexMain(int i){
- glUniform1i( _uniform_water_uTexMain, i );
+ glUniform1i(_uniform_water_uTexMain,i);
}
static void shader_water_uTexDudv(int i){
- glUniform1i( _uniform_water_uTexDudv, i );
+ glUniform1i(_uniform_water_uTexDudv,i);
}
static void shader_water_uTexBack(int i){
- glUniform1i( _uniform_water_uTexBack, i );
+ glUniform1i(_uniform_water_uTexBack,i);
}
static void shader_water_uInvRes(v2f v){
- glUniform2fv( _uniform_water_uInvRes, 1, v );
+ glUniform2fv(_uniform_water_uInvRes,1,v);
}
static void shader_water_uTime(float f){
- glUniform1f( _uniform_water_uTime, f );
+ glUniform1f(_uniform_water_uTime,f);
}
static void shader_water_uCamera(v3f v){
- glUniform3fv( _uniform_water_uCamera, 1, v );
+ glUniform3fv(_uniform_water_uCamera,1,v);
}
static void shader_water_uSurfaceY(float f){
- glUniform1f( _uniform_water_uSurfaceY, f );
+ glUniform1f(_uniform_water_uSurfaceY,f);
}
static void shader_water_uShoreColour(v3f v){
- glUniform3fv( _uniform_water_uShoreColour, 1, v );
+ glUniform3fv(_uniform_water_uShoreColour,1,v);
}
static void shader_water_uOceanColour(v3f v){
- glUniform3fv( _uniform_water_uOceanColour, 1, v );
+ glUniform3fv(_uniform_water_uOceanColour,1,v);
}
static void shader_water_g_world_depth(int i){
- glUniform1i( _uniform_water_g_world_depth, i );
+ glUniform1i(_uniform_water_g_world_depth,i);
}
static void shader_water_register(void){
vg_shader_register( &_shader_water );
.link = shader_water_fast_link,
.vs =
{
-.orig_file = "../../shaders/standard.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
""},
.fs =
{
-.orig_file = "../../shaders/water_fast.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
static GLuint _uniform_water_fast_uOceanColour;
static GLuint _uniform_water_fast_g_world_depth;
static void shader_water_fast_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_water_fast_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_water_fast_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_water_fast_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_water_fast_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_water_fast_uPv,1,GL_FALSE,(float*)m);
}
static void shader_water_fast_uTexDudv(int i){
- glUniform1i( _uniform_water_fast_uTexDudv, i );
+ glUniform1i(_uniform_water_fast_uTexDudv,i);
}
static void shader_water_fast_uTime(float f){
- glUniform1f( _uniform_water_fast_uTime, f );
+ glUniform1f(_uniform_water_fast_uTime,f);
}
static void shader_water_fast_uCamera(v3f v){
- glUniform3fv( _uniform_water_fast_uCamera, 1, v );
+ glUniform3fv(_uniform_water_fast_uCamera,1,v);
}
static void shader_water_fast_uSurfaceY(float f){
- glUniform1f( _uniform_water_fast_uSurfaceY, f );
+ glUniform1f(_uniform_water_fast_uSurfaceY,f);
}
static void shader_water_fast_uShoreColour(v3f v){
- glUniform3fv( _uniform_water_fast_uShoreColour, 1, v );
+ glUniform3fv(_uniform_water_fast_uShoreColour,1,v);
}
static void shader_water_fast_uOceanColour(v3f v){
- glUniform3fv( _uniform_water_fast_uOceanColour, 1, v );
+ glUniform3fv(_uniform_water_fast_uOceanColour,1,v);
}
static void shader_water_fast_g_world_depth(int i){
- glUniform1i( _uniform_water_fast_g_world_depth, i );
+ glUniform1i(_uniform_water_fast_g_world_depth,i);
}
static void shader_water_fast_register(void){
vg_shader_register( &_shader_water_fast );