-#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"
-"void main()\n"
-"{\n"
-" gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
-" aUv = a_co;\n"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "../shaders/blit.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"uniform sampler2D uTexMain;\n"
-"\n"
-"in vec2 aUv;\n"
-"\n"
-"void main()\n"
-"{\n"
-" FragColor = texture( uTexMain, aUv );\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_blit_uTexMain;
-static void shader_blit_uTexMain(int i){
- glUniform1i( _uniform_blit_uTexMain, i );
+ glUniform2fv(_uniform_blit_uInverseRatio,1,v);
}
-static void shader_blit_register(void){
- vg_shader_register( &_shader_blit );
+static inline void shader_blit_uTexMain(int i)
+{
+ glUniform1i(_uniform_blit_uTexMain,i);
}
-static void shader_blit_use(void){ glUseProgram(_shader_blit.id); }
-static void shader_blit_link(void){
- _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 */