+#ifndef SHADER_blit_transition_H
+#define SHADER_blit_transition_H
+static void shader_blit_transition_link(void);
+static void shader_blit_transition_register(void);
+static struct vg_shader _shader_blit_transition = {
+ .name = "blit_transition",
+ .link = shader_blit_transition_link,
+ .vs =
+{
+.orig_file = "shaders/blit.vs",
+.static_src =
+"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 * uInverseRatio;\n"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "shaders/blit_transition.fs",
+.static_src =
+"out vec4 FragColor;\n"
+"in vec2 aUv;\n"
+"uniform float uT;\n"
+"\n"
+"void main(){\n"
+" float d = uT + distance( aUv, vec2(0.5,0.5) );\n"
+"\n"
+" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), gl_FragCoord.xy) );\n"
+" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
+"\n"
+" if( d+dither < -0.5 )\n"
+" discard;\n"
+"\n"
+" FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_blit_transition_uInverseRatio;
+static GLuint _uniform_blit_transition_uT;
+static void shader_blit_transition_uInverseRatio(v2f v){
+ glUniform2fv(_uniform_blit_transition_uInverseRatio,1,v);
+}
+static void shader_blit_transition_uT(float f){
+ glUniform1f(_uniform_blit_transition_uT,f);
+}
+static void shader_blit_transition_register(void){
+ vg_shader_register( &_shader_blit_transition );
+}
+static void shader_blit_transition_use(void){ glUseProgram(_shader_blit_transition.id); }
+static void shader_blit_transition_link(void){
+ _uniform_blit_transition_uInverseRatio = glGetUniformLocation( _shader_blit_transition.id, "uInverseRatio" );
+ _uniform_blit_transition_uT = glGetUniformLocation( _shader_blit_transition.id, "uT" );
+}
+#endif /* SHADER_blit_transition_H */