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-rw-r--r--assets/shaders/glsl330/postprocessing.fs10
-rw-r--r--src/assets.c8
2 files changed, 13 insertions, 5 deletions
diff --git a/assets/shaders/glsl330/postprocessing.fs b/assets/shaders/glsl330/postprocessing.fs
index cdf23a2..7afd3cb 100644
--- a/assets/shaders/glsl330/postprocessing.fs
+++ b/assets/shaders/glsl330/postprocessing.fs
@@ -10,11 +10,11 @@ out vec4 finalColor;
// Edge dection.
uniform vec2 resolution = vec2(596, 447);
-float edgeFactor = 0.15;
+uniform float edgeFactor = 0.15;
// Color depth.
-float gamma = 0.6;
-float numColors = 11.0;
+uniform float gamma = 0.6;
+uniform float colorCount = 11.0;
void main()
{
@@ -23,9 +23,9 @@ void main()
// Color depth
texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
- texelColor = texelColor*numColors;
+ texelColor = texelColor*colorCount;
texelColor = floor(texelColor);
- texelColor = texelColor/numColors;
+ texelColor = texelColor/colorCount;
texelColor = pow(texelColor, vec3(1.0/gamma));
// Edges.
diff --git a/src/assets.c b/src/assets.c
index 6619c21..10c7d27 100644
--- a/src/assets.c
+++ b/src/assets.c
@@ -48,6 +48,14 @@ void initShaderAssets(Shader shaders[SHADER_ASSET_COUNT],
shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
// Postprocessing.
+ shader = shaders[POSTPROCESSING_SHADER];
+ int resolutionLoc = GetShaderLocation(shader, "resolution");
+ int edgeFactorLoc = GetShaderLocation(shader, "edgeFactor");
+ int gammaLoc = GetShaderLocation(shader, "gamma");
+ int colorCountLoc = GetShaderLocation(shader, "colorCount");
+
+ float resolution[2] = {80.0, 60.0};
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
}
void initModelAssets(Assets* assets)