mkxp-z/shader/simple.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

20 lines
891 B
C

#include "simple.pgl.h"
void mkxpSimpleVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms)
{
struct SimpleVarying *output = (struct SimpleVarying *)_output;
struct SimpleAttribs *attribs = (struct SimpleAttribs *)_attribs;
struct SimpleUniforms *uniforms = (struct SimpleUniforms *)_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 mkxpSimpleFS(float *_input, Shader_Builtins *builtins, void *_uniforms)
{
struct SimpleVarying *input = (struct SimpleVarying *)_input;
struct SimpleUniforms *uniforms = (struct SimpleUniforms *)_uniforms;
builtins->gl_FragColor = mkxp_pgl_texture2D(uniforms->texture, input->v_texCoord.x, input->v_texCoord.y);
}