#include "transSimple.pgl.h" void mkxpTransSimpleVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms) { struct TransSimpleVarying *output = (struct TransSimpleVarying *)_output; struct TransSimpleAttribs *attribs = (struct TransSimpleAttribs *)_attribs; struct TransSimpleUniforms *uniforms = (struct TransSimpleUniforms *)_uniforms; pgl_vec2 pos = add_vec2s(attribs->position, uniforms->translation); builtins->gl_Position = mult_mat4_vec4(uniforms->projMat, (pgl_vec4){pos.x, pos.y, 0, 1}); output->v_texCoord = mult_vec2s(attribs->texCoord, uniforms->texSizeInv); } void mkxpTransSimpleFS(float *_input, Shader_Builtins *builtins, void *_uniforms) { struct TransSimpleVarying *input = (struct TransSimpleVarying *)_input; struct TransSimpleUniforms *uniforms = (struct TransSimpleUniforms *)_uniforms; pgl_vec4 newPixel = mkxp_pgl_texture2D(uniforms->currentScene, input->v_texCoord.x, input->v_texCoord.y); pgl_vec4 oldPixel = mkxp_pgl_texture2D(uniforms->frozenScene, input->v_texCoord.x, input->v_texCoord.y); builtins->gl_FragColor = pgl_mix_vec4(newPixel, oldPixel, uniforms->prog); }