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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.
25 lines
1.3 KiB
C
25 lines
1.3 KiB
C
#include "trans.pgl.h"
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void mkxpTransVS(float *_output, pgl_vec4 *_attribs, Shader_Builtins *builtins, void *_uniforms)
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{
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struct TransVarying *output = (struct TransVarying *)_output;
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struct TransAttribs *attribs = (struct TransAttribs *)_attribs;
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struct TransUniforms *uniforms = (struct TransUniforms *)_uniforms;
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pgl_vec2 pos = add_vec2s(attribs->position, uniforms->translation);
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builtins->gl_Position = mult_mat4_vec4(uniforms->projMat, (pgl_vec4){pos.x, pos.y, 0, 1});
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output->v_texCoord = mult_vec2s(attribs->texCoord, uniforms->texSizeInv);
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}
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void mkxpTransFS(float *_input, Shader_Builtins *builtins, void *_uniforms)
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{
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struct TransVarying *input = (struct TransVarying *)_input;
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struct TransUniforms *uniforms = (struct TransUniforms *)_uniforms;
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float transV = mkxp_pgl_texture2D(uniforms->transMap, input->v_texCoord.x, input->v_texCoord.y).x;
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float cTransV = pgl_clamp(transV, uniforms->prog, uniforms->prog + uniforms->vague);
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float alpha = (cTransV - uniforms->prog) / uniforms->vague;
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pgl_vec4 newFrag = mkxp_pgl_texture2D(uniforms->currentScene, input->v_texCoord.x, input->v_texCoord.y);
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pgl_vec4 oldFrag = mkxp_pgl_texture2D(uniforms->frozenScene, input->v_texCoord.x, input->v_texCoord.y);
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builtins->gl_FragColor = pgl_mix_vec4(newFrag, oldFrag, alpha);
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}
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