/*
* Copyright (C) 2016 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SHADERTOY_SHADER_H
#define SHADERTOY_SHADER_H
#include <GLES3/gl31.h>
#include <fstream>
#include <sstream>
struct InputTextures {
GLuint id;
GLint uniform_location;
int width;
int height;
};
class ShadertoyShader {
public:
ShadertoyShader();
~ShadertoyShader();
void CreateShaderFromString(const std::string& shader_string);
void PrepareForDraw(int width, int height, float global_time, int frame, float time_delta);
private:
void CreateShader(const std::string fragment_string);
void GetUniformLocations();
GLint uiResolution_;
GLint uiGlobalTime_;
GLint uiFrame_;
GLint uiTimeDelta_;
GLint uiChannel0_;
GLint unViewport_;
GLint unCorners_;
GLuint shader_program_;
struct InputTextures input_textures_[4];
};
#endif // SHADERTOY_SHADER_H