mkxp-z/shader/gray.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

28 lines
1.1 KiB
C

#include "gray.pgl.h"
void mkxpGrayVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms)
{
struct GrayVarying *output = (struct GrayVarying *)_output;
struct GrayAttribs *attribs = (struct GrayAttribs *)_attribs;
struct GrayUniforms *uniforms = (struct GrayUniforms *)_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 mkxpGrayFS(float *_input, Shader_Builtins *builtins, void *_uniforms)
{
struct GrayVarying *input = (struct GrayVarying *)_input;
struct GrayUniforms *uniforms = (struct GrayUniforms *)_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->gray);
frag.x = gray.x;
frag.y = gray.y;
frag.z = gray.z;
builtins->gl_FragColor = frag;
}