refactor(glsl): rename uniforms as iXxx
This commit is contained in:
+5
-6
@@ -9,14 +9,13 @@ UNIFORM_TEX_RESOLUTION=iTexResolution
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UNIFORM_IN_RESOLUTION_PREFIX=iInputResolution
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UNIFORM_IN_RESOLUTION_PREFIX=iInputResolution
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UNIFORM_IN_FORMAT_PREFIX=iInputFormat
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UNIFORM_IN_FORMAT_PREFIX=iInputFormat
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UNIFORM_IN_FPS_PREFIX=iInputFPS
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UNIFORM_IN_FPS_PREFIX=iInputFPS
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UNIFORM_SEED_PREFIX=seed
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UNIFORM_SEED_PREFIX=iSeed
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UNIFORM_STATE_PREFIX=state
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UNIFORM_STATE_PREFIX=iState
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UNIFORM_TEX_PREFIX=tex
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UNIFORM_TEX_PREFIX=iTex
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UNIFORM_SRC_PREFIX=midi
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UNIFORM_PAGE=iPage
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UNIFORM_PAGE=iPage
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UNIFORM_SELECTED=iSelected
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UNIFORM_SELECTED=iSelected
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UNIFORM_ACTIVE_PREFIX=active
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UNIFORM_ACTIVE_PREFIX=iActive
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UNIFORM_SRC_PREFIX=src
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UNIFORM_MIDI_PREFIX=iMidi
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SUB_TYPE_COUNT=2
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SUB_TYPE_COUNT=2
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SUB_1_PREFIX=src_
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SUB_1_PREFIX=src_
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+53
-53
@@ -17,42 +17,42 @@ uniform int iDemo;
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uniform int iPage;
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uniform int iPage;
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uniform int iSelected;
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uniform int iSelected;
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uniform int seed1;
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uniform int iSeed1;
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uniform int seed2;
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uniform int iSeed2;
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uniform int seed3;
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uniform int iSeed3;
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uniform int seed4;
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uniform int iSeed4;
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uniform int seed5;
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uniform int iSeed5;
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uniform int seed6;
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uniform int iSeed6;
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uniform int seed7;
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uniform int iSeed7;
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uniform int seed8;
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uniform int iSeed8;
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uniform int state3;
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uniform int iState3;
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uniform int state4;
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uniform int iState4;
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uniform int state5;
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uniform int iState5;
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uniform int state6;
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uniform int iState6;
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uniform int state8;
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uniform int iState8;
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uniform int active1;
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uniform int iActive1;
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uniform int active2;
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uniform int iActive2;
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uniform vec3 src2_1[7];
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uniform vec3 iMidi2_1[7];
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uniform vec3 src2_2[7];
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uniform vec3 iMidi2_2[7];
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uniform vec3 src2_3[7];
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uniform vec3 iMidi2_3[7];
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uniform vec3 src3_1[2];
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uniform vec3 iMidi3_1[2];
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// 2. textures
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// 2. textures
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// ---------------
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// ---------------
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uniform sampler2D tex0;
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uniform sampler2D iTex0;
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uniform sampler2D tex1;
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uniform sampler2D iTex1;
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uniform sampler2D tex2;
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uniform sampler2D iTex2;
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uniform sampler2D tex3;
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uniform sampler2D iTex3;
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uniform sampler2D tex4;
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uniform sampler2D iTex4;
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uniform sampler2D tex5;
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uniform sampler2D iTex5;
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uniform sampler2D tex6;
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uniform sampler2D iTex6;
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uniform sampler2D tex7;
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uniform sampler2D iTex7;
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uniform sampler2D tex8;
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uniform sampler2D iTex8;
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uniform sampler2D tex9;
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uniform sampler2D iTex9;
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// 3. definitions
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// 3. definitions
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// --------------
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// --------------
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@@ -917,7 +917,7 @@ vec4 src_thru(vec2 vUV, sampler2D tex, int seed, vec3 b1, vec2 f1, vec3 b2, vec2
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// SRC 1: feedback + thru
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// SRC 1: feedback + thru
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subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine(src_stage_sub) vec4 src_1(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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{
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return src_thru(vUV, tex0, seed, b1, f1, b2, f2, b3, f3);
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return src_thru(vUV, iTex0, seed, b1, f1, b2, f2, b3, f3);
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}
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}
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// SRC 2 : lines
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// SRC 2 : lines
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@@ -1052,7 +1052,7 @@ subroutine(src_stage_sub) vec4 src_5(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// SRC 6 : video in 1 + thru
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// SRC 6 : video in 1 + thru
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subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine(src_stage_sub) vec4 src_6(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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{
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return src_thru(vUV, tex3, seed, b1, f1, b2, f2, b3, f3);
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return src_thru(vUV, iTex3, seed, b1, f1, b2, f2, b3, f3);
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}
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}
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// SRC 7 : cp437
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// SRC 7 : cp437
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@@ -1148,7 +1148,7 @@ subroutine(src_stage_sub) vec4 src_9(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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}
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// TODO SRC 10
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// TODO SRC 10
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@@ -1164,13 +1164,13 @@ subroutine(src_stage_sub) vec4 src_10(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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}
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// SRC 11 : video in 2 + thru
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// SRC 11 : video in 2 + thru
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subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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subroutine(src_stage_sub) vec4 src_11(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3 b2, vec2 f2, vec3 b3, vec2 f3)
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{
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{
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return src_thru(vUV, tex4, seed, b1, f1, b2, f2, b3, f3);
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return src_thru(vUV, iTex4, seed, b1, f1, b2, f2, b3, f3);
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}
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}
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// TODO SRC 12
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// TODO SRC 12
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@@ -1186,7 +1186,7 @@ subroutine(src_stage_sub) vec4 src_12(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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}
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// TODO SRC 13
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// TODO SRC 13
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@@ -1202,7 +1202,7 @@ subroutine(src_stage_sub) vec4 src_13(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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}
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// TODO SRC 14
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// TODO SRC 14
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@@ -1218,7 +1218,7 @@ subroutine(src_stage_sub) vec4 src_14(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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}
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// TODO SRC 15
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// TODO SRC 15
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@@ -1234,7 +1234,7 @@ subroutine(src_stage_sub) vec4 src_15(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// logic
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// logic
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return texture(tex0, vUV);
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return texture(iTex0, vUV);
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}
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}
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// SRC 16 : debug
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// SRC 16 : debug
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@@ -1248,16 +1248,16 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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// inputs
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// inputs
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int selected_srca = state3;
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int selected_srca = iState3;
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int selected_srcb = state4;
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int selected_srcb = iState4;
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int selected_fxa = state5;
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int selected_fxa = iState5;
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int selected_fxb = state6;
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int selected_fxb = iState6;
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int selected_mfx = state8;
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int selected_mfx = iState8;
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float fxa_value = magic(src2_1[6].xy, vec3(1, 0, 0), seed5);
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float fxa_value = magic(iMidi2_1[6].xy, vec3(1, 0, 0), iSeed5);
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float fxb_value = magic(src2_2[6].xy, vec3(1, 0, 0), seed6);
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float fxb_value = magic(iMidi2_2[6].xy, vec3(1, 0, 0), iSeed6);
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float mfx_value = magic(src2_3[6].xy, vec3(1, 0, 0), seed8);
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float mfx_value = magic(iMidi2_3[6].xy, vec3(1, 0, 0), iSeed8);
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float mix_value = magic(src3_1[1].xy, vec3(1, 0, 0), seed7);
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float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
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bool mix_type = magic_trigger(vec3(src3_1[0].x, 0, 0), seed7 + 10);
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bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
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// logic
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// logic
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@@ -1310,11 +1310,11 @@ subroutine(src_stage_sub) vec4 src_16(vec2 vUV, int seed, vec3 b1, vec2 f1, vec3
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f += iSelected == 8 ? h_rect(uv2, vec2(5, 0), vec2(1.2), 0.1) : 0;
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f += iSelected == 8 ? h_rect(uv2, vec2(5, 0), vec2(1.2), 0.1) : 0;
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// show selected src/fx
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// show selected src/fx
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f += active1 == 1 ? h_rect(uv2, vec2(-5, 0.8), vec2(1, 0), 0.1) : 0;
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f += iActive1 == 1 ? h_rect(uv2, vec2(-5, 0.8), vec2(1, 0), 0.1) : 0;
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f += active1 == 2 ? h_rect(uv2, vec2(-5, -3.2), vec2(1, 0), 0.1) : 0;
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f += iActive1 == 2 ? h_rect(uv2, vec2(-5, -3.2), vec2(1, 0), 0.1) : 0;
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f += active2 == 1 ? h_rect(uv2, vec2(-2, 0.8), vec2(1.2, 0), 0.1) : 0;
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f += iActive2 == 1 ? h_rect(uv2, vec2(-2, 0.8), vec2(1.2, 0), 0.1) : 0;
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f += active2 == 2 ? h_rect(uv2, vec2(-2, -3.2), vec2(1, 0), 0.1) : 0;
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f += iActive2 == 2 ? h_rect(uv2, vec2(-2, -3.2), vec2(1, 0), 0.1) : 0;
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f += active2 == 3 ? h_rect(uv2, vec2(5, -1.2), vec2(1, 0), 0.1) : 0;
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f += iActive2 == 3 ? h_rect(uv2, vec2(5, -1.2), vec2(1, 0), 0.1) : 0;
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// show inputs / feedback
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// show inputs / feedback
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float line_a_a = rect(uv2, vec2(-8, 2), vec2(2, 0.1));
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float line_a_a = rect(uv2, vec2(-8, 2), vec2(2, 0.1));
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+2
-2
@@ -10,8 +10,8 @@ uniform int iInputFormat1;
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void main() {
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void main() {
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if (iInputFormat1 == YUYV_FOURCC) {
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if (iInputFormat1 == YUYV_FOURCC) {
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fragColor = yuyvTex(tex1, vUV, int(iInputResolution1.x));
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fragColor = yuyvTex(iTex1, vUV, int(iInputResolution1.x));
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} else {
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} else {
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fragColor = texture(tex0, vUV);
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fragColor = texture(iTex0, vUV);
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}
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}
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}
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}
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+8
-8
@@ -34,22 +34,22 @@ void main() {
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vec4 c = vec4(0);
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vec4 c = vec4(0);
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c += s(uv2,1,2) * texture(tex5, uv2);
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c += s(uv2,1,2) * texture(iTex5, uv2);
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c += s(uv2,2,2) * texture(tex7, uv2);
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c += s(uv2,2,2) * texture(iTex7, uv2);
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c += s(uv2,1,1) * texture(tex6, uv2);
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c += s(uv2,1,1) * texture(iTex6, uv2);
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c += s(uv2,2,1) * texture(tex8, uv2);
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c += s(uv2,2,1) * texture(iTex8, uv2);
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c += s(uv2,0,0) * src_16(mod(uv2, 1), 0, vec3(0), vec2(0), vec3(0), vec2(0), vec3(0), vec2(0));
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c += s(uv2,0,0) * src_16(mod(uv2, 1), 0, vec3(0), vec2(0), vec3(0), vec2(0), vec3(0), vec2(0));
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c += s(uv2,1,0) * texture(tex9, uv2);
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c += s(uv2,1,0) * texture(iTex9, uv2);
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c += s(uv2,2,0) * texture(tex0, uv2);
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c += s(uv2,2,0) * texture(iTex0, uv2);
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float f = 0;
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float f = 0;
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float t = 0;
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float t = 0;
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if (iInputResolution1.x > 0) {
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if (iInputResolution1.x > 0) {
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c += s(uv2,0,2) * texture(tex3, uv2);
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c += s(uv2,0,2) * texture(iTex3, uv2);
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f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7));
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f += rect(uv3, vec2(-51, 28.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-53,28), texts[0]);
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t += write_5(uv3, vec2(-53,28), texts[0]);
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f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7));
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f += rect(uv3, vec2(-50.4, 26.5), vec2(2.8, 0.7));
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@@ -58,7 +58,7 @@ void main() {
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}
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}
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if (iInputResolution2.x > 0) {
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if (iInputResolution2.x > 0) {
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c += s(uv2,0,1) * texture(tex4, uv2);
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c += s(uv2,0,1) * texture(iTex4, uv2);
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f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7));
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f += rect(uv3, vec2(-51, 8.5), vec2(2.1, 0.7));
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t += write_5(uv3, vec2(-53,8), texts[1]);
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t += write_5(uv3, vec2(-53,8), texts[1]);
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f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7));
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f += rect(uv3, vec2(-50.4, 6.5), vec2(2.8, 0.7));
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+2
-2
@@ -10,8 +10,8 @@ uniform int iInputFormat2;
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void main() {
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void main() {
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if (iInputFormat2 == YUYV_FOURCC) {
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if (iInputFormat2 == YUYV_FOURCC) {
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fragColor = yuyvTex(tex2, vUV, int(iInputResolution2.x));
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fragColor = yuyvTex(iTex2, vUV, int(iInputResolution2.x));
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} else {
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} else {
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fragColor = texture(tex0, vUV);
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fragColor = texture(iTex0, vUV);
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}
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}
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}
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}
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+2
-2
@@ -5,8 +5,8 @@
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in vec2 vUV;
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in vec2 vUV;
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out vec4 fragColor;
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out vec4 fragColor;
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uniform vec3 src1_1[6];
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uniform vec3 iMidi1_1[6];
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void main() {
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void main() {
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fragColor = src_stage(vUV, seed3, src1_1[0], src1_1[1].xy, src1_1[2], src1_1[3].xy, src1_1[4], src1_1[5].xy);
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fragColor = src_stage(vUV, iSeed3, iMidi1_1[0], iMidi1_1[1].xy, iMidi1_1[2], iMidi1_1[3].xy, iMidi1_1[4], iMidi1_1[5].xy);
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}
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}
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+2
-2
@@ -5,8 +5,8 @@
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in vec2 vUV;
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in vec2 vUV;
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out vec4 fragColor;
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out vec4 fragColor;
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uniform vec3 src1_2[6];
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uniform vec3 iMidi1_2[6];
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void main() {
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void main() {
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fragColor = src_stage(vUV, seed4, src1_2[0], src1_2[1].xy, src1_2[2], src1_2[3].xy, src1_2[4], src1_2[5].xy);
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fragColor = src_stage(vUV, iSeed4, iMidi1_2[0], iMidi1_2[1].xy, iMidi1_2[2], iMidi1_2[3].xy, iMidi1_2[4], iMidi1_2[5].xy);
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}
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}
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+1
-1
@@ -8,5 +8,5 @@ in vec2 vUV;
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out vec4 fragColor;
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out vec4 fragColor;
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void main() {
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void main() {
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fragColor = fx_stage(vUV, tex5, tex7, seed5, src2_1[0], src2_1[1].xy, src2_1[2], src2_1[3].xy, src2_1[4], src2_1[5].xy, src2_1[6].xy);
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fragColor = fx_stage(vUV, iTex5, iTex7, iSeed5, iMidi2_1[0], iMidi2_1[1].xy, iMidi2_1[2], iMidi2_1[3].xy, iMidi2_1[4], iMidi2_1[5].xy, iMidi2_1[6].xy);
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}
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}
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+1
-1
@@ -8,5 +8,5 @@ in vec2 vUV;
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out vec4 fragColor;
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out vec4 fragColor;
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void main() {
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void main() {
|
||||||
fragColor = fx_stage(vUV, tex6, tex8, seed6, src2_2[0], src2_2[1].xy, src2_2[2], src2_2[3].xy, src2_2[4], src2_2[5].xy, src2_2[6].xy);
|
fragColor = fx_stage(vUV, iTex6, iTex8, iSeed6, iMidi2_2[0], iMidi2_2[1].xy, iMidi2_2[2], iMidi2_2[3].xy, iMidi2_2[4], iMidi2_2[5].xy, iMidi2_2[6].xy);
|
||||||
}
|
}
|
||||||
+4
-4
@@ -8,11 +8,11 @@ in vec2 vUV;
|
|||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
float mix_value = magic(src3_1[1].xy, vec3(1, 0, 0), seed7);
|
float mix_value = magic(iMidi3_1[1].xy, vec3(1, 0, 0), iSeed7);
|
||||||
bool mix_type = magic_trigger(vec3(src3_1[0].x, 0, 0), seed7 + 10);
|
bool mix_type = magic_trigger(vec3(iMidi3_1[0].x, 0, 0), iSeed7 + 10);
|
||||||
|
|
||||||
vec4 color_a = texture(tex7, vUV);
|
vec4 color_a = texture(iTex7, vUV);
|
||||||
vec4 color_b = texture(tex8, vUV);
|
vec4 color_b = texture(iTex8, vUV);
|
||||||
|
|
||||||
float k = mean(color_a);
|
float k = mean(color_a);
|
||||||
|
|
||||||
|
|||||||
+3
-3
@@ -8,11 +8,11 @@ in vec2 vUV;
|
|||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
vec4 color = fx_stage(vUV, tex9, tex0, seed8, src2_3[0], src2_3[1].xy, src2_3[2], src2_3[3].xy, src2_3[4], src2_3[5].xy, src2_3[6].xy);
|
vec4 color = fx_stage(vUV, iTex9, iTex0, iSeed8, iMidi2_3[0], iMidi2_3[1].xy, iMidi2_3[2], iMidi2_3[3].xy, iMidi2_3[4], iMidi2_3[5].xy, iMidi2_3[6].xy);
|
||||||
|
|
||||||
color = mix(color, vec4(0), src3_1[0].y);
|
color = mix(color, vec4(0), iMidi3_1[0].y);
|
||||||
|
|
||||||
color = mix(color, 1 - color, src3_1[0].z);
|
color = mix(color, 1 - color, iMidi3_1[0].z);
|
||||||
|
|
||||||
fragColor = color;
|
fragColor = color;
|
||||||
}
|
}
|
||||||
+1
-1
@@ -5,5 +5,5 @@ in vec2 vUV;
|
|||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
fragColor = texture(tex0, vUV);
|
fragColor = texture(iTex0, vUV);
|
||||||
}
|
}
|
||||||
+5
-5
@@ -293,14 +293,14 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
|
|||||||
glGetUniformLocation(program->programs[i], name);
|
glGetUniformLocation(program->programs[i], name);
|
||||||
}
|
}
|
||||||
|
|
||||||
prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "seed");
|
prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "iSeed");
|
||||||
for (j = 0; j < program->frag_count; j++) {
|
for (j = 0; j < program->frag_count; j++) {
|
||||||
sprintf(name, "%s%d", prefix, j + 1);
|
sprintf(name, "%s%d", prefix, j + 1);
|
||||||
program->iseed_locations[i * program->frag_count + j] =
|
program->iseed_locations[i * program->frag_count + j] =
|
||||||
glGetUniformLocation(program->programs[i], name);
|
glGetUniformLocation(program->programs[i], name);
|
||||||
}
|
}
|
||||||
|
|
||||||
prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "state");
|
prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "iState");
|
||||||
for (j = 0; j < program->frag_count; j++) {
|
for (j = 0; j < program->frag_count; j++) {
|
||||||
sprintf(name, "%s%d", prefix, j + 1);
|
sprintf(name, "%s%d", prefix, j + 1);
|
||||||
program->istate_locations[i * program->frag_count + j] =
|
program->istate_locations[i * program->frag_count + j] =
|
||||||
@@ -319,7 +319,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
prefix = config_file_get_str(config, "UNIFORM_ACTIVE_PREFIX", "active");
|
prefix = config_file_get_str(config, "UNIFORM_ACTIVE_PREFIX", "iActive");
|
||||||
for (j = 0; j < program->active_count; j++) {
|
for (j = 0; j < program->active_count; j++) {
|
||||||
sprintf(name, "%s%d", prefix, j + 1);
|
sprintf(name, "%s%d", prefix, j + 1);
|
||||||
program->iactive_locations[i * program->active_count + j] =
|
program->iactive_locations[i * program->active_count + j] =
|
||||||
@@ -337,7 +337,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
|
|||||||
program->src_lengths.length = index1;
|
program->src_lengths.length = index1;
|
||||||
}
|
}
|
||||||
|
|
||||||
prefix = config_file_get_str(config, "UNIFORM_SRC_PREFIX", "src");
|
prefix = config_file_get_str(config, "UNIFORM_MIDI_PREFIX", "iMidi");
|
||||||
index2 = 0;
|
index2 = 0;
|
||||||
for (j = 0; j < state_config.src_active_counts.length; j++) {
|
for (j = 0; j < state_config.src_active_counts.length; j++) {
|
||||||
for (k = 0; k < state_config.src_active_counts.values[j]; k++) {
|
for (k = 0; k < state_config.src_active_counts.values[j]; k++) {
|
||||||
@@ -348,7 +348,7 @@ static void init_single_program(ShaderProgram *program, unsigned int i,
|
|||||||
}
|
}
|
||||||
|
|
||||||
// create texX uniforms pointer
|
// create texX uniforms pointer
|
||||||
prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "tex");
|
prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "iTex");
|
||||||
for (j = 0; j < program->tex_count; j++) {
|
for (j = 0; j < program->tex_count; j++) {
|
||||||
sprintf(name, "%s%d", prefix, j);
|
sprintf(name, "%s%d", prefix, j);
|
||||||
program->textures_locations[i * program->tex_count + j] =
|
program->textures_locations[i * program->tex_count + j] =
|
||||||
|
|||||||
Reference in New Issue
Block a user