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const char *vertexShaderSource = "#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 TexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 1.0);\n"
" TexCoord = aTexCoord;\n"
"}\0";
#if 0
const char *fragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"uniform float Start;\n"
"uniform float Mid;\n"
"uniform float End;\n"
"uniform vec4 StartCol;\n"
"uniform vec4 MidCol;\n"
"uniform vec4 EndCol;\n"
"uniform sampler2D ourTexture;\n"
"void main()\n"
"{\n"
"vec4 OutCol = texture(ourTexture, TexCoord);\n"
// individual channels
"vec4 ColorI = pow(OutCol, MidCol);\n"
"vec4 ValI = 1.0f / (EndCol - StartCol) * (ColorI - StartCol);\n"
// global channel
"vec4 ColorG = pow(ValI, vec4(Mid));\n"
"vec4 ValG = 1.0f / (End - Start) * (ColorG - Start);\n"
"FragColor = clamp(ValG, 0.0f, 1.0f);\n"
"}\0";
#else
const char *fragmentShaderSource = "#version 330 core\n"
"uniform float Radius;\n"
"uniform vec2 Direction;\n"
"uniform sampler2D ourTexture;\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"\n"
"vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n"
" vec4 color = vec4(0.0f);\n"
" float Omega = Radius / 3;\n"
" float Divisor = 2*Omega*Omega;\n"
" float A2 = 1.0f / (Omega * sqrt(2*3.141592));\n"
" for (float Span = -round(Radius); Span < round(Radius); Span++) {\n"
" float Dividend = -Span * Span;\n"
" float Multiplier = A2 * exp(Dividend/Divisor);\n"
" vec2 Dir = Span*direction;\n"
" color += texture2D(image, uv + (Dir / resolution)) * Multiplier;\n"
" }\n"
" return color;\n"
"}\n"
"void main(void) {\n"
" gl_FragColor = blur(ourTexture, TexCoord, vec2(1280, 720), Direction);\n"
"}\0";
#endif
static void TestGL_InitShader() {
TGL.VertexShader = glCreateShader(GL_VERTEX_SHADER);
// We have to compile our shaders before executing them.
glShaderSource(TGL.VertexShader, 1, &vertexShaderSource, NULL);
glCompileShader(TGL.VertexShader);
int success;
char infoLog[512];
glGetShaderiv(TGL.VertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(TGL.VertexShader, 512, NULL, infoLog);
printf("Vertex shader fail:\n %s", infoLog);
}
TGL.FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(TGL.FragmentShader, 1, &fragmentShaderSource, NULL);
glCompileShader(TGL.FragmentShader);
glGetShaderiv(TGL.FragmentShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(TGL.FragmentShader, 512, NULL, infoLog);
printf("Fragment shader fail:\n %s", infoLog);
}
// Shader programs link both types of shaders together.
TGL.ShaderProgram = glCreateProgram();
glAttachShader(TGL.ShaderProgram, TGL.VertexShader);
glAttachShader(TGL.ShaderProgram, TGL.FragmentShader);
glLinkProgram(TGL.ShaderProgram);
glGetProgramiv(TGL.ShaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(TGL.ShaderProgram, 512, NULL, infoLog);
printf("Shader linkage fail:\n %s", infoLog);
}
// The shaders are no longer needed by anything once they're linked.
glDeleteShader(TGL.VertexShader);
glDeleteShader(TGL.FragmentShader);
}
static void TestGL_InitVerts() {
float GLVertices[] = {
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
};
unsigned int GLIndices[] = {
0, 1, 3,
1, 2, 3
};
// Indices!
glGenBuffers(1, &TGL.EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, TGL.EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLIndices), GLIndices,
GL_STATIC_DRAW);
glGenBuffers(1, &TGL.VBO);
// Our vertices need to be stored in this buffer.
glBindBuffer(GL_ARRAY_BUFFER, TGL.VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(GLVertices), GLVertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture coordinate (note the last parameter's offset)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
}
void
TestGL_InitTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height)
{
glGenTextures(1, &Test->Texture);
glBindTexture(GL_TEXTURE_2D, Test->Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glViewport(0, 0, Width, Height);
glGenFramebuffers(1, &Test->FBO);
glGenRenderbuffers(1, &Test->RBO);
glBindRenderbuffer(GL_RENDERBUFFER, Test->RBO);
glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, Width, Height);
glBindFramebuffer(GL_FRAMEBUFFER, Test->FBO);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, Test->RBO);
// Non-POT textures with RGB instead of RGBA doesn't seem to work, but
// since I don't plan on storing bitmaps that way (AVX2 is much more
// efficient with RGBA) it doesn't really matter.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, Data);
// glGenerateMipmap(GL_TEXTURE_2D);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
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