foliage windy shader
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blitcolour.h
index 3d5dd5ed83c0ea9563b328420b3c9f125a4733da..91a2e618dadde87618690ad999af6a2899947e00 100644 (file)
@@ -12,10 +12,12 @@ static struct vg_shader _shader_blitcolour = {
 "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 = 
@@ -34,7 +36,11 @@ static struct vg_shader _shader_blitcolour = {
 ""},
 };
 
+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);
 }
@@ -43,6 +49,7 @@ static void shader_blitcolour_register(void){
 }
 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 */