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