"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;\n"
+" aUv = a_co * uInverseRatio;\n"
"}\n"
""},
.fs =
""},
};
+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 void shader_blitblur_uInverseRatio(v2f v){
+ glUniform2fv(_uniform_blitblur_uInverseRatio,1,v);
+}
static void shader_blitblur_uTexMain(int i){
glUniform1i(_uniform_blitblur_uTexMain,i);
}
}
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" );