-#ifndef SHADER_blitcolour_H
-#define SHADER_blitcolour_H
-static void shader_blitcolour_link(void);
-static void shader_blitcolour_register(void);
-static struct vg_shader _shader_blitcolour = {
- .name = "blitcolour",
- .link = shader_blitcolour_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_blitcolour;
+extern GLuint _uniform_blitcolour_uInverseRatio;
+extern GLuint _uniform_blitcolour_uColour;
+static inline void shader_blitcolour_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/colour.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"uniform vec4 uColour;\n"
-"\n"
-"in vec2 aUv;\n"
-"\n"
-"void main()\n"
-"{\n"
-" FragColor = uColour;\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_blitcolour_uInverseRatio;
-static GLuint _uniform_blitcolour_uColour;
-static void shader_blitcolour_uInverseRatio(v2f v){
glUniform2fv(_uniform_blitcolour_uInverseRatio,1,v);
}
-static void shader_blitcolour_uColour(v4f v){
+static inline void shader_blitcolour_uColour(v4f v)
+{
glUniform4fv(_uniform_blitcolour_uColour,1,v);
}
-static void shader_blitcolour_register(void){
- vg_shader_register( &_shader_blitcolour );
-}
-static void shader_blitcolour_use(void){ glUseProgram(_shader_blitcolour.id); }
-static void shader_blitcolour_link(void){
- _uniform_blitcolour_uInverseRatio = glGetUniformLocation( _shader_blitcolour.id, "uInverseRatio" );
- _uniform_blitcolour_uColour = glGetUniformLocation( _shader_blitcolour.id, "uColour" );
+static inline void shader_blitcolour_use(void);
+static inline void shader_blitcolour_use(void)
+{
+ glUseProgram(_shader_blitcolour.id);
}
-#endif /* SHADER_blitcolour_H */