wip config
This commit is contained in:
+11
-6
@@ -107,10 +107,16 @@ static void init_shaders(ShaderProgram *program, File *fragment_shaders) {
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program->vertex_shader, "internal vertex shader", vertex_shader_text);
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// compile output fragment shader
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program->output_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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program->output_shader = glCreateShader(GL_FRAGMENT_SHADER);
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program->error |=
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!compile_shader(program->output_fragment_shader,
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"internal fragment shader", output_fragment_shader_text);
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!compile_shader(program->output_shader,
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"internal fragment shader (output)", output_shader_text);
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// compile output fragment shader
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program->monitor_shader = glCreateShader(GL_FRAGMENT_SHADER);
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program->error |= !compile_shader(program->monitor_shader,
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"internal fragment shader (monitor)",
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monitor_shader_text);
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// compile fragment shaders
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for (i = 0; i < FRAG_COUNT; i++) {
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@@ -135,7 +141,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
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glAttachShader(program->programs[i], program->vertex_shader);
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if (output) {
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glAttachShader(program->programs[i], program->output_fragment_shader);
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glAttachShader(program->programs[i], program->monitor_shader); // TODO tmp
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} else {
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glAttachShader(program->programs[i], program->fragment_shaders[i]);
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}
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@@ -213,7 +219,6 @@ ShaderProgram shaders_init(File *fragment_shaders, Context context) {
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init_single_program(&program, i, i == FRAG_COUNT);
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}
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// TODO functions
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for (i = 0; i < TEX_COUNT; i++) {
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program.draw_buffers[i] = GL_COLOR_ATTACHMENT0 + i;
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}
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@@ -291,7 +296,7 @@ void shaders_apply(ShaderProgram program, Context context) {
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glUniform1i(program.frames_locations[i][j], j);
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}
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glDrawBuffers(TEX_COUNT, program.draw_buffers);
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glDrawBuffers(TEX_COUNT - 1, program.draw_buffers);
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// draw output
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glDrawArrays(GL_TRIANGLES, 0, 6);
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