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#ifndef _SOFTSHADEROOM_COMMON_HEADER_H_
#define _SOFTSHADEROOM_COMMON_HEADER_H_
#include "../../core/shader.h"
#include "mathlib.h"

/************************************************************************/
/* variables                                                            */
/************************************************************************/

#define _model_matrix (uniforms->model)
#define _view_matrix (uniforms->view)
#define _proj_matrix (uniforms->projection)
#define _mvp_matrix (uniforms->mvp)
#define _it_model_matrix /*inverse-transpose model matrix if needed*/

// near 
// far 
// fov
// aspect
Vec4 _proj_params;

// dt 
// duration
Vec2 _time;

// width 
// height
// 1 / width 
// 1 / height
Vec4 _screen_params;

/************************************************************************/
/* functions                                                            */
/************************************************************************/

/*shader built in functions*/
Vec3 unpacknormal(Color32 c32);

Mat4 mat4(Vec4* c1, Vec4* c2, Vec4* c3, Vec4* c4);
Mat3 mat3(Vec3* c1, Vec3* c2, Vec3* c3);

Vec2 texsize(Texture* texture);

#define discardif(cond) \
do{ \
if(cond) return 0; \
}while(0)
#define discard()  return 0
#define keep()     return 1

#define MVP_PROCESS \
do{																										 \
static Vec4 p; p.xyz = in->vertex->position; p.w = 1;	 \
internal_mat4_mulvec4(uniforms->mvp, &p, clipcoord);						 \
}while(0)																							 

#define object2clip(pos, out)    internal_mat4_mulvec4(_mvp_matrix, pos, out);

/*need defined _it_model_matrix of model matrix, i-nverse, t-ranspose*/
#define object2world_normal(normal, out)    \
internal_mat4_mulvec4(_it_model_matrix, normal, out)

/*take sample from normal map and translate to normal*/
#define unpack_normal(color, out_v3) \
out_v3->x = color.x * 2 - 1; \
out_v3->y = color.y * 2 - 1; \
out_v3->z = color.z * 2 - 1; 

float linear01depth(float depth);
float lineareyedepth(float depth);

#endif