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authorSimon Robertshaw <simon@hardwired.org.uk>2011-10-20 15:28:49 (GMT)
committer Simon Robertshaw <simon@hardwired.org.uk>2011-10-20 15:28:49 (GMT)
commit09d3cacf9cb3ee0098df6d0ea34dc39b608f6931 (patch)
tree94cdd0c431f87d763826da6db167dc02ef04dd48 /includes/graphics.h
parent2b56d31610c1c9be6c09e539cf8e344bc8becbc9 (diff)
downloadpowder-09d3cacf9cb3ee0098df6d0ea34dc39b608f6931.zip
powder-09d3cacf9cb3ee0098df6d0ea34dc39b608f6931.tar.gz
Implement Blur mode and embed shaders
Diffstat (limited to 'includes/graphics.h')
-rw-r--r--includes/graphics.h13
1 files changed, 13 insertions, 0 deletions
diff --git a/includes/graphics.h b/includes/graphics.h
index 35fb4dc..a570396 100644
--- a/includes/graphics.h
+++ b/includes/graphics.h
@@ -191,3 +191,16 @@ void ogl_blit(int x, int y, int w, int h, pixel *src, int pitch, int scale);
#endif
#endif
+
+#ifdef INCLUDE_SHADERS
+const char * fragment = "uniform sampler2D fireAlpha;\
+void main () {\
+ vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\
+ gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\
+}";
+const char * vertex = "void main(void)\
+{\
+ gl_Position = ftransform();;\
+ gl_FrontColor = gl_Color;\
+}";
+#endif