-#ifndef SHADER_blit_transition_H
-#define SHADER_blit_transition_H
-static void shader_blit_transition_link(void);
-static void shader_blit_transition_register(void);
-static struct vg_shader _shader_blit_transition = {
- .name = "blit_transition",
- .link = shader_blit_transition_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_blit_transition;
+extern GLuint _uniform_blit_transition_uInverseRatio;
+extern GLuint _uniform_blit_transition_uT;
+static inline void shader_blit_transition_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_transition.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"in vec2 aUv;\n"
-"uniform float uT;\n"
-"\n"
-"void main(){\n"
-" float d = uT + distance( aUv, vec2(0.5,0.5) );\n"
-"\n"
-" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), gl_FragCoord.xy) );\n"
-" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
-"\n"
-" if( d+dither < -0.5 )\n"
-" discard;\n"
-"\n"
-" FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_blit_transition_uInverseRatio;
-static GLuint _uniform_blit_transition_uT;
-static void shader_blit_transition_uInverseRatio(v2f v){
glUniform2fv(_uniform_blit_transition_uInverseRatio,1,v);
}
-static void shader_blit_transition_uT(float f){
+static inline void shader_blit_transition_uT(f32 f)
+{
glUniform1f(_uniform_blit_transition_uT,f);
}
-static void shader_blit_transition_register(void){
- vg_shader_register( &_shader_blit_transition );
-}
-static void shader_blit_transition_use(void){ glUseProgram(_shader_blit_transition.id); }
-static void shader_blit_transition_link(void){
- _uniform_blit_transition_uInverseRatio = glGetUniformLocation( _shader_blit_transition.id, "uInverseRatio" );
- _uniform_blit_transition_uT = glGetUniformLocation( _shader_blit_transition.id, "uT" );
+static inline void shader_blit_transition_use(void);
+static inline void shader_blit_transition_use(void)
+{
+ glUseProgram(_shader_blit_transition.id);
}
-#endif /* SHADER_blit_transition_H */