"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_blitcolour_uInverseRatio;
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_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 */