f5f304973fa8be35f40f6665f0ef8544cd95f0a1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blit_transition.h
1 #ifndef SHADER_blit_transition_H
2 #define SHADER_blit_transition_H
3 static void shader_blit_transition_link(void);
4 static void shader_blit_transition_register(void);
5 static struct vg_shader _shader_blit_transition = {
6 .name = "blit_transition",
7 .link = shader_blit_transition_link,
8 .vs =
9 {
10 .orig_file = "shaders/blit.vs",
11 .static_src =
12 "layout (location=0) in vec2 a_co;\n"
13 "out vec2 aUv;\n"
14 "\n"
15 "uniform vec2 uInverseRatio;\n"
16 "\n"
17 "void main()\n"
18 "{\n"
19 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
20 " aUv = a_co * uInverseRatio;\n"
21 "}\n"
22 ""},
23 .fs =
24 {
25 .orig_file = "shaders/blit_transition.fs",
26 .static_src =
27 "out vec4 FragColor;\n"
28 "in vec2 aUv;\n"
29 "uniform float uT;\n"
30 "\n"
31 "void main(){\n"
32 " float d = uT + distance( aUv, vec2(0.5,0.5) );\n"
33 "\n"
34 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), gl_FragCoord.xy) );\n"
35 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
36 "\n"
37 " if( d+dither < -0.5 )\n"
38 " discard;\n"
39 "\n"
40 " FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
41 "}\n"
42 ""},
43 };
44
45 static GLuint _uniform_blit_transition_uInverseRatio;
46 static GLuint _uniform_blit_transition_uT;
47 static void shader_blit_transition_uInverseRatio(v2f v){
48 glUniform2fv(_uniform_blit_transition_uInverseRatio,1,v);
49 }
50 static void shader_blit_transition_uT(float f){
51 glUniform1f(_uniform_blit_transition_uT,f);
52 }
53 static void shader_blit_transition_register(void){
54 vg_shader_register( &_shader_blit_transition );
55 }
56 static void shader_blit_transition_use(void){ glUseProgram(_shader_blit_transition.id); }
57 static void shader_blit_transition_link(void){
58 _uniform_blit_transition_uInverseRatio = glGetUniformLocation( _shader_blit_transition.id, "uInverseRatio" );
59 _uniform_blit_transition_uT = glGetUniformLocation( _shader_blit_transition.id, "uT" );
60 }
61 #endif /* SHADER_blit_transition_H */