1 #ifndef SHADER_blit_transition_H
2 #define SHADER_blit_transition_H
3 static void shader_blit_transition_link(void);
4 static void shader_blit_transition_register(void);
5 static struct vg_shader _shader_blit_transition
= {
6 .name
= "blit_transition",
7 .link
= shader_blit_transition_link
,
10 .orig_file
= "shaders/blit.vs",
12 "layout (location=0) in vec2 a_co;\n"
15 "uniform vec2 uInverseRatio;\n"
19 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
20 " aUv = a_co * uInverseRatio;\n"
25 .orig_file
= "shaders/blit_transition.fs",
27 "out vec4 FragColor;\n"
32 " float d = uT + distance( aUv, vec2(0.5,0.5) );\n"
34 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), gl_FragCoord.xy) );\n"
35 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
37 " if( d+dither < -0.5 )\n"
40 " FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
45 static GLuint _uniform_blit_transition_uInverseRatio
;
46 static GLuint _uniform_blit_transition_uT
;
47 static void shader_blit_transition_uInverseRatio(v2f v
){
48 glUniform2fv(_uniform_blit_transition_uInverseRatio
,1,v
);
50 static void shader_blit_transition_uT(float f
){
51 glUniform1f(_uniform_blit_transition_uT
,f
);
53 static void shader_blit_transition_register(void){
54 vg_shader_register( &_shader_blit_transition
);
56 static void shader_blit_transition_use(void){ glUseProgram(_shader_blit_transition
.id
); }
57 static void shader_blit_transition_link(void){
58 _uniform_blit_transition_uInverseRatio
= glGetUniformLocation( _shader_blit_transition
.id
, "uInverseRatio" );
59 _uniform_blit_transition_uT
= glGetUniformLocation( _shader_blit_transition
.id
, "uT" );
61 #endif /* SHADER_blit_transition_H */