-#ifndef SHADER_blitblur_H
-#define SHADER_blitblur_H
-static void shader_blitblur_link(void);
-static void shader_blitblur_register(void);
-static struct vg_shader _shader_blitblur = {
- .name = "blitblur",
- .link = shader_blitblur_link,
- .vs =
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_blitblur;
+extern GLuint _uniform_blitblur_uInverseRatio;
+extern GLuint _uniform_blitblur_uTexMain;
+extern GLuint _uniform_blitblur_uTexMotion;
+extern GLuint _uniform_blitblur_uBlurStrength;
+extern GLuint _uniform_blitblur_uOverrideDir;
+extern GLuint _uniform_blitblur_uTime;
+extern GLuint _uniform_blitblur_uGlitchStrength;
+extern GLuint _uniform_blitblur_uClampUv;
+static inline void shader_blitblur_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/blitblur.fs",
-.static_src =
-"out vec4 FragColor;\n"
-"uniform sampler2D uTexMain;\n"
-"uniform sampler2D uTexMotion;\n"
-"uniform float uBlurStrength;\n"
-"uniform vec2 uOverrideDir;\n"
-"uniform float uTime;\n"
-"uniform float uGlitchStrength;\n"
-"uniform vec2 uClampUv;\n"
-"\n"
-"in vec2 aUv;\n"
-"\n"
-"vec2 rand_hash22( vec2 p ){\n"
-" vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
-" p3 += dot(p3, p3.yzx+19.19);\n"
-" return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
-"}\n"
-"\n"
-"const int NOISE_LOOP = 3;\n"
-"vec3 digital_noise( uvec3 iuv ){\n"
-" iuv *=uvec3(8,2524,7552);\n"
-" for( int i=0; i<NOISE_LOOP; i++ )\n"
-" iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;\n"
-" return vec3(iuv)*(1.0/float(0xffffffffU));\n"
-"}\n"
-"\n"
-"void main(){\n"
-" vec2 vuv = aUv; \n"
-"\n"
-" if( uGlitchStrength > 0.0 ){\n"
-" uvec3 p = uvec3( gl_FragCoord.xy, uint(uTime*30.0) );\n"
-" vec2 g = digital_noise(p).xy;\n"
-" vuv = aUv + g.xy*uGlitchStrength - uGlitchStrength*0.5;\n"
-" }\n"
-"\n"
-" vec2 vrand = rand_hash22( vuv ) * 2.0 - vec2(1.0);\n"
-" vec2 vrand1 = rand_hash22( vrand ) * 2.0 - vec2(1.0);\n"
-" \n"
-" vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;\n"
-"\n"
-" vec4 vcolour0 = texture( uTexMain, min(vuv + vdir*vrand.x,uClampUv) );\n"
-" vec4 vcolour1 = texture( uTexMain, min(vuv + vdir*vrand.y,uClampUv) );\n"
-" vec4 vcolour2 = texture( uTexMain, min(vuv + vdir*vrand1.x,uClampUv) );\n"
-" vec4 vcolour3 = texture( uTexMain, min(vuv + vdir*vrand1.y,uClampUv) );\n"
-"\n"
-" FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_blitblur_uInverseRatio;
-static GLuint _uniform_blitblur_uTexMain;
-static GLuint _uniform_blitblur_uTexMotion;
-static GLuint _uniform_blitblur_uBlurStrength;
-static GLuint _uniform_blitblur_uOverrideDir;
-static GLuint _uniform_blitblur_uTime;
-static GLuint _uniform_blitblur_uGlitchStrength;
-static GLuint _uniform_blitblur_uClampUv;
-static void shader_blitblur_uInverseRatio(v2f v){
glUniform2fv(_uniform_blitblur_uInverseRatio,1,v);
}
-static void shader_blitblur_uTexMain(int i){
+static inline void shader_blitblur_uTexMain(int i)
+{
glUniform1i(_uniform_blitblur_uTexMain,i);
}
-static void shader_blitblur_uTexMotion(int i){
+static inline void shader_blitblur_uTexMotion(int i)
+{
glUniform1i(_uniform_blitblur_uTexMotion,i);
}
-static void shader_blitblur_uBlurStrength(float f){
+static inline void shader_blitblur_uBlurStrength(f32 f)
+{
glUniform1f(_uniform_blitblur_uBlurStrength,f);
}
-static void shader_blitblur_uOverrideDir(v2f v){
+static inline void shader_blitblur_uOverrideDir(v2f v)
+{
glUniform2fv(_uniform_blitblur_uOverrideDir,1,v);
}
-static void shader_blitblur_uTime(float f){
+static inline void shader_blitblur_uTime(f32 f)
+{
glUniform1f(_uniform_blitblur_uTime,f);
}
-static void shader_blitblur_uGlitchStrength(float f){
+static inline void shader_blitblur_uGlitchStrength(f32 f)
+{
glUniform1f(_uniform_blitblur_uGlitchStrength,f);
}
-static void shader_blitblur_uClampUv(v2f v){
+static inline void shader_blitblur_uClampUv(v2f v)
+{
glUniform2fv(_uniform_blitblur_uClampUv,1,v);
}
-static void shader_blitblur_register(void){
- vg_shader_register( &_shader_blitblur );
-}
-static void shader_blitblur_use(void){ glUseProgram(_shader_blitblur.id); }
-static void shader_blitblur_link(void){
- _uniform_blitblur_uInverseRatio = glGetUniformLocation( _shader_blitblur.id, "uInverseRatio" );
- _uniform_blitblur_uTexMain = glGetUniformLocation( _shader_blitblur.id, "uTexMain" );
- _uniform_blitblur_uTexMotion = glGetUniformLocation( _shader_blitblur.id, "uTexMotion" );
- _uniform_blitblur_uBlurStrength = glGetUniformLocation( _shader_blitblur.id, "uBlurStrength" );
- _uniform_blitblur_uOverrideDir = glGetUniformLocation( _shader_blitblur.id, "uOverrideDir" );
- _uniform_blitblur_uTime = glGetUniformLocation( _shader_blitblur.id, "uTime" );
- _uniform_blitblur_uGlitchStrength = glGetUniformLocation( _shader_blitblur.id, "uGlitchStrength" );
- _uniform_blitblur_uClampUv = glGetUniformLocation( _shader_blitblur.id, "uClampUv" );
+static inline void shader_blitblur_use(void);
+static inline void shader_blitblur_use(void)
+{
+ glUseProgram(_shader_blitblur.id);
}
-#endif /* SHADER_blitblur_H */