| 565 | bool ScriptingObjects::ScriptShader::renderingScreenShot = false; |
| 566 | |
| 567 | String ScriptingObjects::ScriptShader::getHeader() |
| 568 | { |
| 569 | String s; |
| 570 | |
| 571 | s << "uniform float uScale;"; |
| 572 | s << "uniform float iTime;"; |
| 573 | s << "uniform vec2 iMouse;"; |
| 574 | s << "uniform vec2 uOffset;"; |
| 575 | s << "uniform vec3 iResolution;"; |
| 576 | s << ""; |
| 577 | s << "vec2 _gl_fc()"; |
| 578 | s << "{"; |
| 579 | s << "vec2 p = vec2(pixelPos.x + uOffset.x,"; |
| 580 | s << " pixelPos.y + uOffset.y) / uScale;"; |
| 581 | s << "p.y = iResolution.y - p.y;"; |
| 582 | s << "return p;"; |
| 583 | s << "}"; |
| 584 | s << "\n#define fragCoord _gl_fc()\n"; |
| 585 | s << "#define fragColor gl_FragColor\n"; |
| 586 | |
| 587 | #if USE_BACKEND |
| 588 | // We'll make this dynamic so everybody can adjust it to their graphics card |
| 589 | if (GET_HISE_SETTING(dynamic_cast<Processor*>(getScriptProcessor()), HiseSettings::Other::EnableShaderLineNumbers)) |
| 590 | { |
| 591 | s << "#line 0 \"" << shaderName << "\" \n"; |
| 592 | } |
| 593 | #endif |
| 594 | |
| 595 | return s; |
| 596 | } |
| 597 | |
| 598 | |
| 599 |
no outgoing calls
no test coverage detected