handmade/glsl/header.f.glsl

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/* vim: set ft=c: */
#version 440 core
uniform float iChannelTime[4];
uniform float iFrameRate;
uniform float iSampleRate;
uniform float iTime;
uniform float iTimeDelta;
uniform int iFrame;
uniform vec3 iChannelResolution[4];
uniform vec3 iResolution;
uniform vec4 iDate;
uniform vec4 iMouse;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
uniform sampler2D iChannel2;
uniform sampler2D iChannel3;
/*
TODO: Generate this section
uniform sampler2D iChannel0;
uniform samplerCube iChannel0;
uniform sampler3D iChannel0;
uniform sampler2D iChannel0;
uniform struct {
sampler2D sampler;
samplerCube sampler;
sampler3D sampler;
vec3 size;
float time;
int loaded;
} iCh0;
*/
out vec4 fragColor;
in vec2 TexCoords;
void mainImage(out vec4, in vec2);
void main(void) {
mainImage(fragColor, gl_FragCoord.xy);
}