mirror of https://github.com/bjornbytes/lovr.git
Move default shader code into shader;
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ab14cf5d31
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@ -20,21 +20,7 @@ void lovrGraphicsInit() {
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state.lastTransform = mat4_init();
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state.lastProjection = mat4_init();
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char vertexShaderSource[128];
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snprintf(vertexShaderSource, sizeof(vertexShaderSource), "%s",
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"void main() { \n"
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" gl_Position = lovrProjection * lovrTransform * vec4(position.xyz, 1.0); \n"
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"}"
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);
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char fragmentShaderSource[64];
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snprintf(fragmentShaderSource, sizeof(fragmentShaderSource), "%s",
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"void main() { \n"
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" color = vec4(1.0); \n"
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"}"
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);
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state.defaultShader = lovrGraphicsNewShader(vertexShaderSource, fragmentShaderSource);
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state.defaultShader = lovrGraphicsNewShader(lovrDefaultVertexShader, lovrDefaultFragmentShader);
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lovrGraphicsReset();
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}
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@ -4,8 +4,8 @@
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const char* lovrShaderVertexPrefix = ""
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"#version 150 \n"
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"uniform mat4 lovrTransform;"
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"uniform mat4 lovrProjection;"
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"uniform mat4 lovrTransform; \n"
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"uniform mat4 lovrProjection; \n"
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"in vec3 position;"
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"";
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@ -14,6 +14,18 @@ const char* lovrShaderFragmentPrefix = ""
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"out vec4 color;"
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"";
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const char* lovrDefaultVertexShader = ""
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"void main() { \n"
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" gl_Position = lovrProjection * lovrTransform * vec4(position.xyz, 1.0); \n"
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"}"
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"";
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const char* lovrDefaultFragmentShader = ""
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"void main() { \n"
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" color = vec4(1.0); \n"
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"}"
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"";
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GLuint compileShader(GLenum type, const char* source) {
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GLuint shader = glCreateShader(type);
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@ -9,6 +9,8 @@ typedef struct {
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extern const char* lovrShaderVertexPrefix;
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extern const char* lovrShaderFragmentPrefix;
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extern const char* lovrDefaultVertexShader;
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extern const char* lovrDefaultFragmentShader;
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GLuint compileShader(GLuint type, const char* filename);
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GLuint linkShaders(GLuint vertexShader, GLuint fragmentShader);
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