change shader properties to be vg_msg based
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitblur.h
index b754d12c965b18c5b0018d9755be8f5827edb606..8a75c38d69aa48b311e83667c3eaaef216ba68f8 100644 (file)
@@ -1,58 +1,48 @@
-#ifndef SHADER_blitblur_H
-#define SHADER_blitblur_H
-static void shader_blitblur_link(void);
-static void shader_blitblur_register(void);
-static struct vg_shader _shader_blitblur = {
-   .name = "blitblur",
-   .link = shader_blitblur_link,
-   .vs = 
-{
-.static_src = 
-"layout (location=0) in vec2 a_co;\n"
-"out vec2 aUv;\n"
-"\n"
-"void main()\n"
-"{\n"
-"   gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
-"   aUv = a_co;\n"
-"}\n"
-""},
-   .fs = 
-{
-.static_src = 
-"out vec4 FragColor;\n"
-"uniform sampler2D uTexMain;\n"
-"\n"
-"in vec2 aUv;\n"
-"\n"
-"vec2 rand_hash22( vec2 p )\n"
-"{\n"
-"   vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
-"   p3 += dot(p3, p3.yzx+19.19);\n"
-"   return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
-"}\n"
-"\n"
-"void main()\n"
-"{\n"
-"   vec2 voffset = rand_hash22( aUv );\n"
-"   \n"
-"   float bamt = abs(aUv.x-0.5)*2.0;\n"
-"   bamt = pow(bamt,4.0)*0.05;\n"
-"\n"
-"   FragColor = texture( uTexMain, aUv + voffset*bamt );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_blitblur_uTexMain;
-static void shader_blitblur_uTexMain(int i){
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_blitblur;
+extern GLuint _uniform_blitblur_uInverseRatio;
+extern GLuint _uniform_blitblur_uTexMain;
+extern GLuint _uniform_blitblur_uTexMotion;
+extern GLuint _uniform_blitblur_uBlurStrength;
+extern GLuint _uniform_blitblur_uOverrideDir;
+extern GLuint _uniform_blitblur_uTime;
+extern GLuint _uniform_blitblur_uGlitchStrength;
+extern GLuint _uniform_blitblur_uClampUv;
+static inline void shader_blitblur_uInverseRatio(v2f v)
+{
+   glUniform2fv(_uniform_blitblur_uInverseRatio,1,v);
+}
+static inline void shader_blitblur_uTexMain(int i)
+{
    glUniform1i(_uniform_blitblur_uTexMain,i);
 }
-static void shader_blitblur_register(void){
-   vg_shader_register( &_shader_blitblur );
+static inline void shader_blitblur_uTexMotion(int i)
+{
+   glUniform1i(_uniform_blitblur_uTexMotion,i);
+}
+static inline void shader_blitblur_uBlurStrength(f32 f)
+{
+   glUniform1f(_uniform_blitblur_uBlurStrength,f);
+}
+static inline void shader_blitblur_uOverrideDir(v2f v)
+{
+   glUniform2fv(_uniform_blitblur_uOverrideDir,1,v);
 }
-static void shader_blitblur_use(void){ glUseProgram(_shader_blitblur.id); }
-static void shader_blitblur_link(void){
-   _uniform_blitblur_uTexMain = glGetUniformLocation( _shader_blitblur.id, "uTexMain" );
+static inline void shader_blitblur_uTime(f32 f)
+{
+   glUniform1f(_uniform_blitblur_uTime,f);
+}
+static inline void shader_blitblur_uGlitchStrength(f32 f)
+{
+   glUniform1f(_uniform_blitblur_uGlitchStrength,f);
+}
+static inline void shader_blitblur_uClampUv(v2f v)
+{
+   glUniform2fv(_uniform_blitblur_uClampUv,1,v);
+}
+static inline void shader_blitblur_use(void);
+static inline void shader_blitblur_use(void)
+{
+   glUseProgram(_shader_blitblur.id);
 }
-#endif /* SHADER_blitblur_H */