-#ifndef SHADER_blit_H
-#define SHADER_blit_H
-static void shader_blit_link(void);
-static void shader_blit_register(void);
-static struct vg_shader _shader_blit = {
- .name = "blit",
- .link = shader_blit_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_blit;
+extern GLuint _uniform_blit_uInverseRatio;
+extern GLuint _uniform_blit_uTexMain;
+static inline void shader_blit_uInverseRatio(v2f v)
{
-.orig_file = "shaders/blit.vs",
-.static_src =
-"layout (location=0) in vec2 a_co;\n"
-"out vec2 aUv;\n"
-"\n"
-"uniform vec2 uInverseRatio;\n"
-"\n"
-"void main()\n"
-"{\n"
-" gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
-" aUv = a_co * uInverseRatio;\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "shaders/blit.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"uniform sampler2D uTexMain;\n"
-"\n"
-"in vec2 aUv;\n"
-"\n"
-"float kPi = 3.14159265358979;\n"
-"\n"
-"vec2 fisheye_distort(vec2 xy)\n"
-"{\n"
-" float aperture = 1350.0;\n"
-" float apertureHalf = 0.5 * aperture * (kPi / 180.0);\n"
-" float maxFactor = sin(apertureHalf);\n"
-"\n"
-" vec2 uv;\n"
-" float d = length(xy);\n"
-" if(d < (2.0-maxFactor))\n"
-" {\n"
-" d = length(xy * maxFactor);\n"
-" float z = sqrt(1.0 - d * d);\n"
-" float r = atan(d, z) / kPi;\n"
-" float phi = atan(xy.y, xy.x);\n"
-"\n"
-" uv.x = r * cos(phi) + 0.5;\n"
-" uv.y = r * sin(phi) + 0.5;\n"
-" }\n"
-" else\n"
-" {\n"
-" uv = 0.5*xy + 0.5;\n"
-" }\n"
-" \n"
-" return uv;\n"
-"}\n"
-"\n"
-"\n"
-"void main()\n"
-"{\n"
-" vec2 vwarp = 2.0*aUv - 1.0;\n"
-" vwarp = fisheye_distort( vwarp );\n"
-"\n"
-" FragColor = texture( uTexMain, aUv );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_blit_uInverseRatio;
-static GLuint _uniform_blit_uTexMain;
-static void shader_blit_uInverseRatio(v2f v){
glUniform2fv(_uniform_blit_uInverseRatio,1,v);
}
-static void shader_blit_uTexMain(int i){
+static inline void shader_blit_uTexMain(int i)
+{
glUniform1i(_uniform_blit_uTexMain,i);
}
-static void shader_blit_register(void){
- vg_shader_register( &_shader_blit );
-}
-static void shader_blit_use(void){ glUseProgram(_shader_blit.id); }
-static void shader_blit_link(void){
- _uniform_blit_uInverseRatio = glGetUniformLocation( _shader_blit.id, "uInverseRatio" );
- _uniform_blit_uTexMain = glGetUniformLocation( _shader_blit.id, "uTexMain" );
+static inline void shader_blit_use(void);
+static inline void shader_blit_use(void)
+{
+ glUseProgram(_shader_blit.id);
}
-#endif /* SHADER_blit_H */