mkxp-z/shader/trans.pgl.c
刘皓 2cd8202af3
Convert GLSL shaders to PortableGL's shader format
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.
2025-03-13 16:16:17 -04:00

25 lines
1.3 KiB
C

#include "trans.pgl.h"
void mkxpTransVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms)
{
struct TransVarying *output = (struct TransVarying *)_output;
struct TransAttribs *attribs = (struct TransAttribs *)_attribs;
struct TransUniforms *uniforms = (struct TransUniforms *)_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 mkxpTransFS(float *_input, Shader_Builtins *builtins, void *_uniforms)
{
struct TransVarying *input = (struct TransVarying *)_input;
struct TransUniforms *uniforms = (struct TransUniforms *)_uniforms;
float transV = mkxp_pgl_texture2D(uniforms->transMap, input->v_texCoord.x, input->v_texCoord.y).x;
float cTransV = pgl_clamp(transV, uniforms->prog, uniforms->prog + uniforms->vague);
float alpha = (cTransV - uniforms->prog) / uniforms->vague;
pgl_vec4 newFrag = mkxp_pgl_texture2D(uniforms->currentScene, input->v_texCoord.x, input->v_texCoord.y);
pgl_vec4 oldFrag = mkxp_pgl_texture2D(uniforms->frozenScene, input->v_texCoord.x, input->v_texCoord.y);
builtins->gl_FragColor = pgl_mix_vec4(newFrag, oldFrag, alpha);
}