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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.
32 lines
535 B
C
32 lines
535 B
C
#include <portablegl.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct SimpleColorUniforms
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{
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pgl_mat4 projMat;
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pgl_vec2 texSizeInv;
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pgl_vec2 translation;
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};
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struct SimpleColorAttribs
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{
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pgl_vec2 position;
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pgl_vec2 texCoord;
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pgl_vec4 color;
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};
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struct SimpleColorVarying
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{
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pgl_vec2 v_texCoord;
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pgl_vec4 v_color;
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};
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void mkxpSimpleColorVS(float *output, pgl_vec4 *attribs, Shader_Builtins *builtins, void *uniforms);
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void mkxpSimpleColorFS(float *input, Shader_Builtins *builtins, void *uniforms);
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#ifdef __cplusplus
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}
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#endif
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