revision 2
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blit_transition.h
index f5f304973fa8be35f40f6665f0ef8544cd95f0a1..f73d1d4191a9352734adfd67ff11540dab4613ce 100644 (file)
@@ -1,61 +1,18 @@
-#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 = 
+#pragma once
+#include "vg/vg_engine.h"
+extern struct vg_shader _shader_blit_transition;
+extern GLuint _uniform_blit_transition_uInverseRatio;
+extern GLuint _uniform_blit_transition_uT;
+static inline void shader_blit_transition_uInverseRatio(v2f v)
 {
-.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){
+static inline void shader_blit_transition_uT(f32 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" );
+static inline void shader_blit_transition_use(void);
+static inline void shader_blit_transition_use(void)
+{
+   glUseProgram(_shader_blit_transition.id);
 }
-#endif /* SHADER_blit_transition_H */