Embed shaders

This commit is contained in:
Simon Robertshaw 2011-10-22 19:24:32 +01:00
parent ba59ba8b7c
commit 014c1fbad6
2 changed files with 49 additions and 12 deletions

View File

@ -193,14 +193,54 @@ void ogl_blit(int x, int y, int w, int h, pixel *src, int pitch, int scale);
#endif #endif
#ifdef INCLUDE_SHADERS #ifdef INCLUDE_SHADERS
const char * fragment = "uniform sampler2D fireAlpha;\ const char * fireFragment = "uniform sampler2D fireAlpha;\
void main () {\ void main () {\
vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\ vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\
gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\ gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\
}"; }";
const char * vertex = "void main(void)\ const char * fireVertex = "void main(void)\
{\ {\
gl_Position = ftransform();;\ gl_Position = ftransform();;\
gl_FrontColor = gl_Color;\ gl_FrontColor = gl_Color;\
}"; }";
const char * lensFragment = "uniform sampler2D pTex;\
uniform sampler2D tfX;\
uniform sampler2D tfY;\
uniform float xres = 612.0;\
uniform float yres = 384.0;\
void main () {\
vec4 transformX = texture2D(tfX, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
vec4 transformY = -texture2D(tfY, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
transformX.r /= xres;\
transformY.g /= yres;\
vec4 texColor = vec4(\
texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).r,\
texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.875, transformY.g*0.875)).g,\
texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r, transformY.g)).b,\
1.0\
);\
gl_FragColor = texColor;\
}";
const char * lensVertex = "void main(void)\
{\
gl_TexCoord[0] = gl_MultiTexCoord0;\
gl_Position = ftransform();;\
gl_FrontColor = gl_Color;\
}";
const char * airFragment = "uniform sampler2D airX;\
uniform sampler2D airY;\
uniform sampler2D airP;\
void main () {\
vec4 texX = texture2D(airX, gl_TexCoord[0].st);\
vec4 texY = texture2D(airY, gl_TexCoord[0].st);\
vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
gl_FragColor = vec4(abs(texX.r)/2.0, texP.b/2.0, abs(texY.g)/2.0, 1.0);\
}";
const char * airVertex = "void main(void)\
{\
gl_TexCoord[0] = gl_MultiTexCoord0;\
gl_Position = ftransform();;\
gl_FrontColor = gl_Color;\
}";
#endif #endif

View File

@ -3333,17 +3333,14 @@ int sdl_open(void)
#ifdef OGLR #ifdef OGLR
void loadShaders() void loadShaders()
{ {
GLuint avsize, afsize, vsize, fsize, vertexShader, fragmentShader; GLuint vertexShader, fragmentShader;
//const char *vertex = file_load("test.vert", &vsize), * fragment = file_load("test.frag", &fsize);
const char *lensVertex = file_load("ltest.vert", &vsize), * lensFragment = file_load("ltest.frag", &fsize);
const char *airVertex = file_load("atest.vert", &avsize), * airFragment = file_load("atest.frag", &afsize);
//Particle texture //Particle texture
vertexShader = glCreateShader(GL_VERTEX_SHADER); vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource( vertexShader, 1, &vertex, NULL);//&vsize); glShaderSource( vertexShader, 1, &fireVertex, NULL);
glShaderSource( fragmentShader, 1, &fragment, NULL);//&fsize); glShaderSource( fragmentShader, 1, &fireFragment, NULL);
glCompileShader( vertexShader ); glCompileShader( vertexShader );
glCompileShader( fragmentShader ); glCompileShader( fragmentShader );
@ -3357,8 +3354,8 @@ void loadShaders()
vertexShader = glCreateShader(GL_VERTEX_SHADER); vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource( vertexShader, 1, &lensVertex, &vsize); glShaderSource( vertexShader, 1, &lensVertex, NULL);
glShaderSource( fragmentShader, 1, &lensFragment, &fsize); glShaderSource( fragmentShader, 1, &lensFragment, NULL);
glCompileShader( vertexShader ); glCompileShader( vertexShader );
glCompileShader( fragmentShader ); glCompileShader( fragmentShader );
@ -3372,8 +3369,8 @@ void loadShaders()
vertexShader = glCreateShader(GL_VERTEX_SHADER); vertexShader = glCreateShader(GL_VERTEX_SHADER);
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource( vertexShader, 1, &airVertex, &avsize); glShaderSource( vertexShader, 1, &airVertex, NULL);
glShaderSource( fragmentShader, 1, &airFragment, &afsize); glShaderSource( fragmentShader, 1, &airFragment, NULL);
glCompileShader( vertexShader ); glCompileShader( vertexShader );
glCompileShader( fragmentShader ); glCompileShader( fragmentShader );