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Shaders.h
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93 lines (76 loc) · 1.22 KB
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#pragma once
#include "GLWindow.h"
#include "ShaderMacros.h"
namespace Shader
{
enum
{
SP_Normal,
SP_Point,
SP_Text,
SP_Solid,
SP_Blur,
SP_Texture,
SP_Circle,
SP_Planes,
SP_Tunnel,
SP_Fade,
SP_FadeTexture,
N_SHADER_PROGRAMS
};
extern unsigned shaders[N_SHADER_PROGRAMS];
START_SHADER(Normal);
MAT4(m, 0);
END_SHADER();
START_SHADER(Point);
SAMPLER(S, 0);
MAT4(nm, 1);
MAT4(m, 2);
VEC2(zs, 3);
END_SHADER();
START_SHADER(Text);
SAMPLER(S, 0);
MAT4(m, 1);
VEC4(c, 2);
END_SHADER();
START_SHADER(Solid);
MAT4(m, 0);
VEC4(c, 1);
END_SHADER();
START_SHADER(Blur);
SAMPLER(S, 0);
VEC2(texel, 1);
END_SHADER();
START_SHADER(Texture);
SAMPLER(S, 0);
END_SHADER();
START_SHADER(Circle);
MAT4(m, 0);
FLOAT(zs, 1);
VEC3(c, 2);
END_SHADER();
START_SHADER(Planes);
MAT4(m, 0);
FLOAT(z, 1);
SAMPLER(S, 2);
END_SHADER();
START_SHADER(Tunnel);
MAT4(m, 0);
FLOAT(z, 1);
SAMPLER(S, 2);
END_SHADER();
START_SHADER(Fade);
SAMPLER(A, 0);
SAMPLER(B, 1);
FLOAT(f, 2);
END_SHADER();
START_SHADER(FadeTexture);
SAMPLER(A, 0);
SAMPLER(B, 1);
SAMPLER(N, 2);
FLOAT(f, 3);
VEC2(s, 4);
VEC2(b, 5);
END_SHADER();
bool InitAll();
}