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PortableGL supports shaders, but requires them to be compiled ahead-of-time to C or C++. I'll write a compiler later to translate from GLSL to this format automatically at build time.
21 lines
994 B
C
21 lines
994 B
C
#include "flashMap.pgl.h"
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void mkxpFlashMapVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms)
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{
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struct FlashMapVarying *output = (struct FlashMapVarying *)_output;
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struct FlashMapAttribs *attribs = (struct FlashMapAttribs *)_attribs;
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struct FlashMapUniforms *uniforms = (struct FlashMapUniforms *)_uniforms;
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pgl_vec2 pos = add_vec2s(attribs->position, uniforms->translation);
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builtins->gl_Position = mult_mat4_vec4(uniforms->projMat, (pgl_vec4){pos.x, pos.y, 0, 1});
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output->v_texCoord = mult_vec2s(attribs->texCoord, uniforms->texSizeInv);
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output->v_color = attribs->color;
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}
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void mkxpFlashMapFS(float *_input, Shader_Builtins *builtins, void *_uniforms)
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{
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struct FlashMapVarying *input = (struct FlashMapVarying *)_input;
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struct FlashMapUniforms *uniforms = (struct FlashMapUniforms *)_uniforms;
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builtins->gl_FragColor = (pgl_vec4){input->v_color.x * uniforms->alpha, input->v_color.y * uniforms->alpha, input->v_color.z * uniforms->alpha, 1};
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}
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