.static_src =
"layout (location=0) in vec2 a_co;\n"
"\n"
+"uniform vec4 uOffset;\n"
+"\n"
"void main()\n"
"{\n"
-" gl_Position = vec4(a_co*0.01,0.0,1.0);\n"
+" float fbarx = (a_co.x+uOffset.x) * uOffset.z;\n"
+" float fbary = a_co.y*uOffset.w + uOffset.y;\n"
+"\n"
+" vec2 vpos = vec2( fbarx, fbary );\n"
+" gl_Position = vec4(vpos,0.0,1.0);\n"
"}\n"
""},
.fs =
.static_src =
"out vec4 FragColor;\n"
"\n"
+"uniform vec4 uColour;\n"
+"\n"
"void main()\n"
"{\n"
-" FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
+" FragColor = uColour;\n"
"}\n"
""},
};
+static GLuint _uniform_routeui_uOffset;
+static GLuint _uniform_routeui_uColour;
+static void shader_routeui_uOffset(v4f v){
+ glUniform4fv( _uniform_routeui_uOffset, 1, v );
+}
+static void shader_routeui_uColour(v4f v){
+ glUniform4fv( _uniform_routeui_uColour, 1, v );
+}
static void shader_routeui_register(void){
vg_shader_register( &_shader_routeui );
}
static void shader_routeui_use(void){ glUseProgram(_shader_routeui.id); }
static void shader_routeui_link(void){
+ _uniform_routeui_uOffset = glGetUniformLocation( _shader_routeui.id, "uOffset" );
+ _uniform_routeui_uColour = glGetUniformLocation( _shader_routeui.id, "uColour" );
}
#endif /* SHADER_routeui_H */