added iTime uniform
parent
f850e3f082
commit
c5ee25113f
5
sdfps.c
5
sdfps.c
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@ -59,10 +59,12 @@ void init(Sdfps* s) { /* TODO: Error checks */
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/* viewport resolution (in pixels), z = 1 */
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"uniform vec3 iResolution;\n"
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/* playback time in seconds */
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"uniform float iTime;\n"
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"out vec4 out_color;\n"
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"void main() {\n"
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"vec2 xy = gl_FragCoord.xy;\n"
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"vec2 xy = gl_FragCoord.xy + vec2(sin(iTime), cos(iTime));\n"
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"out_color = vec4(sin(xy.x), sin(xy.y), sin(xy.x) + sin(xy.y), 1);\n"
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"if(xy.x > iResolution.x / 2.0) out_color = out_color.zxyw;\n"
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"}\n");
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@ -120,6 +122,7 @@ void render(Sdfps *s) {
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GLuint iResolution = glGetUniformLocation(s -> shader_program, "iResolution");
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// TODO: error check?
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glUniform3f(iResolution, (f32) fb_w, (f32) fb_h, 1.0f);
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glUniform1f(glGetUniformLocation(s -> shader_program, "iTime"), 0.001f * (f32) SDL_GetTicks());
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glClearColor(0.1f, 0.25f, 0.24f, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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