//#define VG_STEAM
#include "vg/vg.h"
-SHADER_DEFINE( colour_shader,
+m3x3f m_projection;
+m3x3f m_view;
+m3x3f m_mdl;
- // VERTEX
- "layout (location=0) in vec3 a_co;"
- "uniform mat4 uPvm;"
- ""
- "void main()"
- "{"
- " vec4 vert_pos = uPvm * vec4( a_co, 1.0 );"
- " gl_Position = vert_pos;"
- "}",
-
- // FRAGMENT
- "out vec4 FragColor;"
- "uniform vec4 uColour;"
- ""
- "void main()"
- "{"
- " FragColor = uColour;"
- "}"
- ,
- UNIFORMS({ "uPvm", "uColour" })
-)
-
-int main( int argc, char *argv[] )
-{
- vg_init( argc, argv, "FishLadder" );
-}
-
-void vg_start(void)
-{
- SHADER_INIT( colour_shader );
-}
-
-void vg_update(void)
-{
+int main( int argc, char *argv[] ) { vg_init( argc, argv, "FishLadder" ); }
-}
+void vg_register(void){}
+void vg_start(void){}
+void vg_update(void){}
-void vg_render(void)
+void vg_render(void)
{
-
-}
+ glViewport( 0,0, vg_window_x, vg_window_y );
-void vg_ui(void)
-{
+ glDisable( GL_DEPTH_TEST );
+ glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ // Rest of drawing code...
}
-void vg_free(void)
-{
-
-}
+void vg_ui(void){}
+void vg_free(void){}