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path: root/src/libjin/graphics/shaders/je_base.shader.h
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#ifndef __JE_BASE_SHADER_H__
#define __JE_BASE_SHADER_H__

#include "../../common/je_string.h"

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

static const JinEngine::String SHADER_PROJECTION_MATRIX = "jin_ProjectionMatrix";
static const JinEngine::String SHADER_MODELVIEW_MATRIX = "jin_ModelViewMatrix";
static const JinEngine::String SHADER_MAIN_TEXTURE = "jin_MainTexture";
static const JinEngine::String SHADER_VERTEX_COORDS = "jin_VertexCoords";
static const JinEngine::String SHADER_TEXTURE_COORDS = "jin_TextureCoords";
static const JinEngine::String SHADER_VERSION = "#version 130 core \n";
static const JinEngine::String SHADER_COMMON = R"(
#define Number  float
#define Texture sampler2D 
#define Canvas  sampler2D 
#define Color   vec4
#define Vec2    vec2
#define Vec3    vec3
#define Vec4    vec4

#define texel   texture2D

struct Vertex
{
    vec2 xy; 
    vec2 uv;
};
)";

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

static JinEngine::String formatVertexShader(const JinEngine::String& vert)
{
    static JinEngine::String vert_part1 =
        SHADER_VERSION +
        SHADER_COMMON +
        "uniform mat4 " + SHADER_PROJECTION_MATRIX + ";\n" 
        "uniform mat4 " + SHADER_MODELVIEW_MATRIX + ";\n"
        "in vec2 " + SHADER_VERTEX_COORDS + ";\n"
        "in vec2 " + SHADER_TEXTURE_COORDS + ";\n"
        "out vec4 jin_Color; \n"
        "out vec2 jin_XY; \n"
        "out vec2 jin_UV; \n";
    static JinEngine::String vert_part2 =
       "void main()\n"
       "{\n"
       "    vec4 v = " + SHADER_MODELVIEW_MATRIX + " * vec4(" + SHADER_VERTEX_COORDS + ", 0, 1.0);\n"
       "    Vertex _v = vert(Vertex(v.xy, " + SHADER_TEXTURE_COORDS + "));\n"
       "    gl_Position = " + SHADER_PROJECTION_MATRIX + " * vec4(_v.xy, 0, 1.0f);\n"
       "    jin_Color = gl_Color; \n"
       "    jin_XY = _v.xy; \n"
       "    jin_UV = _v.uv; \n"
       "}";
    return vert_part1 + vert + vert_part2;
}

static JinEngine::String formatFragmentShader(const JinEngine::String& frag)
{
    static JinEngine::String frag_part1 =
        SHADER_VERSION +
        SHADER_COMMON +
        "uniform Texture " + SHADER_MAIN_TEXTURE + "; \n"
        "in vec4 jin_Color; \n"
        "in vec2 jin_XY; \n"
        "in vec2 jin_UV; \n"
        "out vec4 jin_OutColor; \n";
    static JinEngine::String frag_part2 =
        "void main() \n" 
        "{\n"
        "    jin_OutColor = frag(jin_Color, " + SHADER_MAIN_TEXTURE + ", Vertex(jin_XY, jin_UV));\n"
        "}\n";
    return frag_part1 + frag + frag_part2;
}

#endif // __JE_BASE_SHADER_H__