"uniform sampler2D uTexMain;\n"
"uniform sampler2D uTexMotion;\n"
"uniform float uBlurStrength;\n"
-"uniform float uBlurExponent;\n"
"\n"
"in vec2 aUv;\n"
"\n"
static GLuint _uniform_blitblur_uTexMain;
static GLuint _uniform_blitblur_uTexMotion;
static GLuint _uniform_blitblur_uBlurStrength;
-static GLuint _uniform_blitblur_uBlurExponent;
static void shader_blitblur_uTexMain(int i){
glUniform1i(_uniform_blitblur_uTexMain,i);
}
static void shader_blitblur_uBlurStrength(float f){
glUniform1f(_uniform_blitblur_uBlurStrength,f);
}
-static void shader_blitblur_uBlurExponent(float f){
- glUniform1f(_uniform_blitblur_uBlurExponent,f);
-}
static void shader_blitblur_register(void){
vg_shader_register( &_shader_blitblur );
}
_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_uBlurExponent = glGetUniformLocation( _shader_blitblur.id, "uBlurExponent" );
}
#endif /* SHADER_blitblur_H */