//#define VG_STEAM
#include "vg/vg.h"
+SHADER_DEFINE( colour_shader,
+
+ // VERTEX
+ "layout (location=0) in vec3 a_co;"
+ "uniform mat4 uPvm;"
+ ""
+ "void main()"
+ "{"
+ " vec4 vert_pos = uPvm * vec4( a_co, 1.0 );"
+ " gl_Position = vert_pos;"
+ "}",
+
+ // FRAGMENT
+ "out vec4 FragColor;"
+ "uniform vec4 uColour;"
+ ""
+ "void main()"
+ "{"
+ " FragColor = uColour;"
+ "}"
+ ,
+ UNIFORMS({ "uPvm", "uColour" })
+)
+
int main( int argc, char *argv[] )
{
vg_init( argc, argv, "FishLadder" );
void vg_start(void)
{
-
+ SHADER_INIT( colour_shader );
}
void vg_update(void)
}
+void vg_ui(void)
+{
+
+}
+
void vg_free(void)
{
-5220ae750eba1ee17a6711a195b295db86d3e041
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+28aa229d3515b735bbb51e4f7e24d64bc190e13f
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