copied over shadertoy uniform comments
parent
c5ee25113f
commit
5906c69451
16
sdfps.c
16
sdfps.c
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@ -36,7 +36,7 @@ void init(Sdfps* s) { /* TODO: Error checks */
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s -> window = SDL_CreateWindow("sdfps",
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s -> window = SDL_CreateWindow("sdfps",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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800, 600,
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512 + 128, 512 + 128,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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s -> context = SDL_GL_CreateContext(s -> window);
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s -> context = SDL_GL_CreateContext(s -> window);
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@ -57,6 +57,17 @@ void init(Sdfps* s) { /* TODO: Error checks */
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"#version 330\n"
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"#version 330\n"
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"precision highp float;\n"
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"precision highp float;\n"
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/* ~ from shader toy ~
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uniform float iTimeDelta; // render time (in seconds)
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uniform int iFrame; // shader playback frame
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uniform float iChannelTime[4]; // channel playback time (in seconds)
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uniform vec3 iChannelResolution[4]; // channel resolution (in pixels)
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uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click
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uniform samplerXX iChannel0..3; // input channel. XX = 2D/Cube
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uniform vec4 iDate; // (year, month, day, time in seconds)
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uniform float iSampleRate; // sound sample rate (i.e., 44100)
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*/
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/* viewport resolution (in pixels), z = 1 */
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/* viewport resolution (in pixels), z = 1 */
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"uniform vec3 iResolution;\n"
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"uniform vec3 iResolution;\n"
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/* playback time in seconds */
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/* playback time in seconds */
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@ -167,7 +178,8 @@ void render(Sdfps *s) {
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get data back out of a shader, there's probs a more proper way to do it
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get data back out of a shader, there's probs a more proper way to do it
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that we could change to later
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that we could change to later
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UPDATE: looking at shader toy's source it seems it uses this function to
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UPDATE: looking at shader toy's source it seems it uses this function to
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get output for sound shaders
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get output for sound shaders, so i'm going to guess that it'd be fine of
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us to render gur sdf feedback into a lower segment of gur frame buffer
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*/
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*/
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f32 pixels[16 * 16 * 4] = { 0.0f };
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f32 pixels[16 * 16 * 4] = { 0.0f };
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glReadPixels(
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glReadPixels(
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