X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=build.c;h=f791927809d36e7a26e2fae30e79686f3739db20;hb=16f58e6b8d79762919000b9ae8266ad55a01a870;hp=c0a79b654a6d36fe94deb373207fbd542ce2ec09;hpb=a1adba47558099cab82aa6d10abdc1dca11d3342;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/build.c b/build.c index c0a79b6..f791927 100644 --- a/build.c +++ b/build.c @@ -109,37 +109,34 @@ int main( int argc, char *argv[] ) } } -void _shader( char *name, char *vs, char *fs ) -{ - vg_build_shader( vs, fs, NULL, "shaders", name ); -} +#define _S( NAME, VS, FS ) \ + vg_build_shader( "shaders/" VS, "shaders/" FS, NULL, "shaders", NAME ) void build_shaders(void) { vg_shader_set_include_dir( "shaders" ); - // 2D - _shader( "blit", "shaders/blit.vs", "shaders/blit.fs" ); - _shader( "blitblur", "shaders/blit.vs", "shaders/blitblur.fs" ); - _shader( "blitcolour","shaders/blit.vs", "shaders/colour.fs" ); - _shader( "routeui", "shaders/routeui.vs", "shaders/routeui.fs" ); - - // 3D Standard - _shader( "standard", "shaders/standard.vs", "shaders/standard.fs" ); - _shader( "vblend", "shaders/standard.vs", "shaders/vblend.fs" ); - _shader( "scoretext", "shaders/scoretext.vs", "shaders/vblend.fs" ); - _shader( "terrain", "shaders/standard.vs", "shaders/terrain.fs" ); - _shader( "alphatest", "shaders/standard.vs", "shaders/std_alphatest.fs" ); - _shader( "route", "shaders/standard.vs", "shaders/route.fs" ); - _shader( "menu", "shaders/standard.vs", "shaders/menu.fs" ); - - // 3D Skinned - _shader( "viewchar", "shaders/standard_skinned.vs", "shaders/viewchar.fs" ); - - // 3D extra/effects - _shader( "gpos", "shaders/standard.vs", "shaders/gpos.fs" ); - _shader( "sky", "shaders/standard.vs", "shaders/sky.fs" ); - _shader( "water", "shaders/standard.vs", "shaders/water.fs" ); - _shader( "water_fast","shaders/standard.vs", "shaders/water_fast.fs" ); - _shader( "gatelq", "shaders/gate.vs", "shaders/gate_lq.fs" ); + /* Scene */ + _S( "scene_standard", "scene.vs", "scene_standard.fs" ); + _S( "scene_standard_alphatest", "scene.vs", "scene_standard_alphatest.fs" ); + _S( "scene_vertex_blend", "scene.vs", "scene_vertex_blend.fs" ); + _S( "scene_terrain", "scene.vs", "scene_terrain.fs" ); + _S( "scene_route", "scene.vs", "scene_route.fs" ); + _S( "scene_depth", "scene.vs", "scene_depth.fs" ); + _S( "scene_position", "scene.vs", "scene_position.fs" ); + _S( "scene_water", "scene.vs", "scene_water.fs" ); + _S( "scene_water_fast", "scene.vs", "scene_water_fast.fs" ); + _S( "scene_scoretext", "scene_sfd.vs", "scene_standard.fs" ); + + /* Models */ + _S( "model_sky", "model.vs", "model_sky.fs" ); + _S( "model_menu", "model.vs", "model_menu.fs" ); + _S( "model_character_view", "model_skinned.vs", "model_character_view.fs" ); + _S( "model_gate", "model_gate.vs", "model_gate_lq.fs" ); + + /* 2D */ + _S( "blit", "blit.vs", "blit.fs" ); + _S( "blitblur", "blit.vs", "blitblur.fs" ); + _S( "blitcolour","blit.vs", "colour.fs" ); + _S( "routeui", "routeui.vs", "routeui.fs" ); }