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