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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.
28 lines
1.6 KiB
C
28 lines
1.6 KiB
C
#include "simpleSprite.pgl.h"
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void mkxpSimpleSpriteVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms)
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{
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struct SimpleSpriteVarying *output = (struct SimpleSpriteVarying *)_output;
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struct SimpleSpriteAttribs *attribs = (struct SimpleSpriteAttribs *)_attribs;
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struct SimpleSpriteUniforms *uniforms = (struct SimpleSpriteUniforms *)_uniforms;
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builtins->gl_Position = mult_mat4_vec4(uniforms->projMat, mult_mat4_vec4(uniforms->spriteMat, (pgl_vec4){attribs->position.x, attribs->position.y, 0, 1}));
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output->v_texCoord = mult_vec2s(attribs->texCoord, uniforms->texSizeInv);
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if (uniforms->renderPattern) {
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if (uniforms->patternTile) {
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pgl_vec2 scroll = mult_vec2s(uniforms->patternScroll, div_vec2s(uniforms->patternSizeInv, uniforms->texSizeInv));
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output->v_patCoord = sub_vec2s(mult_vec2s(attribs->texCoord, div_vec2s(uniforms->patternSizeInv, uniforms->patternZoom)), mult_vec2s(scroll, uniforms->patternSizeInv));
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} else {
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pgl_vec2 scroll = mult_vec2s(uniforms->patternScroll, div_vec2s(uniforms->patternSizeInv, uniforms->texSizeInv));
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output->v_patCoord = sub_vec2s(mult_vec2s(attribs->texCoord, div_vec2s(uniforms->texSizeInv, uniforms->patternZoom)), mult_vec2s(scroll, uniforms->texSizeInv));
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}
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}
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}
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void mkxpSimpleSpriteFS(float *_input, Shader_Builtins *builtins, void *_uniforms)
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{
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struct SimpleSpriteVarying *input = (struct SimpleSpriteVarying *)_input;
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struct SimpleSpriteUniforms *uniforms = (struct SimpleSpriteUniforms *)_uniforms;
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builtins->gl_FragColor = mkxp_pgl_texture2D(uniforms->texture, input->v_texCoord.x, input->v_texCoord.y);
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}
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