#include "blurH.pgl.h" void mkxpBlurHVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms) { struct BlurHVarying *output = (struct BlurHVarying *)_output; struct BlurHAttribs *attribs = (struct BlurHAttribs *)_attribs; struct BlurHUniforms *uniforms = (struct BlurHUniforms *)_uniforms; builtins->gl_Position = mult_mat4_vec4(uniforms->projMat, (pgl_vec4){attribs->position.x, attribs->position.y, 0, 1}); output->v_texCoord = mult_vec2s(attribs->texCoord, uniforms->texSizeInv); output->v_blurCoord[0] = mult_vec2s((pgl_vec2){attribs->texCoord.x-1.0f, attribs->texCoord.y}, uniforms->texSizeInv); output->v_blurCoord[1] = mult_vec2s((pgl_vec2){attribs->texCoord.x+1.0f, attribs->texCoord.y}, uniforms->texSizeInv); } void mkxpBlurHFS(float *_input, Shader_Builtins *builtins, void *_uniforms) { struct BlurHVarying *input = (struct BlurHVarying *)_input; struct BlurHUniforms *uniforms = (struct BlurHUniforms *)_uniforms; pgl_vec4 frag = {0, 0, 0, 0}; frag = add_vec4s(frag, mkxp_pgl_texture2D(uniforms->texture, input->v_texCoord.x, input->v_texCoord.y)); frag = add_vec4s(frag, mkxp_pgl_texture2D(uniforms->texture, input->v_blurCoord[0].x, input->v_blurCoord[0].y)); frag = add_vec4s(frag, mkxp_pgl_texture2D(uniforms->texture, input->v_blurCoord[1].x, input->v_blurCoord[1].y)); builtins->gl_FragColor = div_vec4s(frag, (pgl_vec4){3.0, 3.0, 3.0, 3.0}); }