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DonkeyKong64 grind crash
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
blitcolour.h
diff --git
a/shaders/blitcolour.h
b/shaders/blitcolour.h
index 68880e3e89e24e862939295d569fcb899f8d5646..91a2e618dadde87618690ad999af6a2899947e00 100644
(file)
--- a/
shaders/blitcolour.h
+++ b/
shaders/blitcolour.h
@@
-7,18
+7,22
@@
static struct vg_shader _shader_blitcolour = {
.link = shader_blitcolour_link,
.vs =
{
.link = shader_blitcolour_link,
.vs =
{
+.orig_file = "shaders/blit.vs",
.static_src =
"layout (location=0) in vec2 a_co;\n"
"out vec2 aUv;\n"
"\n"
.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"
"void main()\n"
"{\n"
" gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
-" aUv = a_co;\n"
+" aUv = a_co
* uInverseRatio
;\n"
"}\n"
""},
.fs =
{
"}\n"
""},
.fs =
{
+.orig_file = "shaders/colour.fs",
.static_src =
"out vec4 FragColor;\n"
"uniform vec4 uColour;\n"
.static_src =
"out vec4 FragColor;\n"
"uniform vec4 uColour;\n"
@@
-32,7
+36,11
@@
static struct vg_shader _shader_blitcolour = {
""},
};
""},
};
+static GLuint _uniform_blitcolour_uInverseRatio;
static GLuint _uniform_blitcolour_uColour;
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){
glUniform4fv(_uniform_blitcolour_uColour,1,v);
}
static void shader_blitcolour_uColour(v4f v){
glUniform4fv(_uniform_blitcolour_uColour,1,v);
}
@@
-41,6
+49,7
@@
static void shader_blitcolour_register(void){
}
static void shader_blitcolour_use(void){ glUseProgram(_shader_blitcolour.id); }
static void shader_blitcolour_link(void){
}
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" );
}
#endif /* SHADER_blitcolour_H */
_uniform_blitcolour_uColour = glGetUniformLocation( _shader_blitcolour.id, "uColour" );
}
#endif /* SHADER_blitcolour_H */