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UwUGL/shader.cpp
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#pragma once
#include <stdint.h>
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#include "datatypes.cpp"
#include "helpers.cpp"
#include "buffer.cpp"
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namespace UwU {
// shader prototype
class Shader {
public:
//COLOR Shader
Shader(Color color) {
this->shaderType = COLOR;
this->c0 = color;
}
//HGRADIENT or VGRADIENT shader
Shader(Direction direction, uint16_t uv0, uint16_t uv1, Color c0, Color c1) {
this->c0 = c0;
this->c1 = c1;
switch (direction) {
case H:
shaderType = HGRADIENT;
this->u0 = uv0;
this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
break;
case V:
shaderType = VGRADIENT;
this->v0 = uv0;
this->scale = 0xffffffff / (1 + (uint32_t)uv1 - (uint32_t)uv0);
break;
}
}
// BUFFER shader
// Shader(uint16_t u, uint16_t v, Buffer buffer) {
// this->shaderType = BUFFER;
// this->u0 = u;
// this->v0 = v;
// }
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ShaderType shaderType;
uint16_t u0;
uint16_t v0;
Color c0;
Color c1;
uint32_t scale;
};
class ShaderMethods {
public:
static Color gradient(uint16_t uv0, uint32_t scale, Color c0, Color c1, uint16_t uv) {
uint32_t t = (((uint32_t)uv - (uint32_t)uv0) * scale) / 0x01000000;
return Helpers::lerpColor(c0, c1, (uint8_t)t);
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}
};
}