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67
src/pinball/shaders/GlowShader.cpp
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src/pinball/shaders/GlowShader.cpp
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/*******************************************************************************
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*
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* Copyright (c) 2018 Gnarly Narwhal
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*
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* -----------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files(the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*******************************************************************************/
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#include <iostream>
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#include "../../geno/gl/GenoGL.h"
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#include "GlowShader.h"
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GlowShader::GlowShader() :
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GenoMvpShader("res/shaders/GlowShader/GlowShaderv.gls",
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"res/shaders/GlowShader/GlowShaderf.gls",
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GENO_SHADER_STRING_IS_PATH) {
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resolutionLoc = glGetUniformLocation(program, "resolution");
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horizontalLoc = glGetUniformLocation(program, "horizontal");
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brightnessLoc = glGetUniformLocation(program, "brightness");
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distanceLoc = glGetUniformLocation(program, "distance");
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uint32 texLoc = glGetUniformLocation(program, "tex");
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uint32 backgroundLoc = glGetUniformLocation(program, "background");
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enable();
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glUniform1i(texLoc, 0);
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glUniform1i(backgroundLoc, 1);
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}
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void GlowShader::setResolution(float width, float height) {
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glUniform2f(resolutionLoc, width, height);
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}
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void GlowShader::setHorizontal(bool horizontal) {
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glUniform1i(horizontalLoc, horizontal);
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}
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void GlowShader::setBrightness(float brightness) {
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glUniform1f(brightnessLoc, brightness);
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}
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void GlowShader::setDistance(float distance) {
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glUniform1f(distanceLoc, distance);
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}
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GlowShader::~GlowShader() {}
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