#include "plane.pgl.h" void mkxpPlaneVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms) { struct PlaneVarying *output = (struct PlaneVarying *)_output; struct PlaneAttribs *attribs = (struct PlaneAttribs *)_attribs; struct PlaneUniforms *uniforms = (struct PlaneUniforms *)_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); } static const pgl_vec3 lumaF = {.299, .587, .114}; void mkxpPlaneFS(float *_input, Shader_Builtins *builtins, void *_uniforms) { struct PlaneVarying *input = (struct PlaneVarying *)_input; struct PlaneUniforms *uniforms = (struct PlaneUniforms *)_uniforms; pgl_vec4 frag = mkxp_pgl_texture2D(uniforms->texture, input->v_texCoord.x, input->v_texCoord.y); float luma = dot_vec3s((pgl_vec3){frag.x, frag.y, frag.z}, lumaF); pgl_vec3 gray = pgl_mix_vec3((pgl_vec3){frag.x, frag.y, frag.z}, (pgl_vec3){luma, luma, luma}, uniforms->tone.w); frag.x = gray.x; frag.y = gray.y; frag.z = gray.z; frag.x += uniforms->tone.x; frag.y += uniforms->tone.y; frag.z += uniforms->tone.z; frag.w += uniforms->opacity; pgl_vec3 color = pgl_mix_vec3((pgl_vec3){frag.x, frag.y, frag.z}, (pgl_vec3){uniforms->color.x, uniforms->color.y, uniforms->color.z}, uniforms->color.w); frag.x = color.x; frag.y = color.y; frag.z = color.z; pgl_vec3 flash = pgl_mix_vec3((pgl_vec3){frag.x, frag.y, frag.z}, (pgl_vec3){uniforms->flash.x, uniforms->flash.y, uniforms->flash.z}, uniforms->flash.w); frag.x = flash.x; frag.y = flash.y; frag.z = flash.z; builtins->gl_FragColor = frag; }