/** * Copyright (c) 2025 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "assert/assert.h" #include "assert/assertgl.h" #include "entityshader.h" #include "entity_vert.glsl.h" #include "entity_frag.glsl.h" #include "display/shader/data/transforms.h" entityshader_t ENTITY_SHADER; void entityShaderInit() { memset(&ENTITY_SHADER, 0, sizeof(entityshader_t)); shaderInit( &ENTITY_SHADER.shader, entity_vertShaderSource, entity_fragShaderSource ); // Uniform buffers ENTITY_SHADER.transformsBlock = shaderGetBlock( &ENTITY_SHADER.shader, TRANSFORMS_BLOCK_NAME ); // Uniforms // Bind shaderBufferBindToBlock(&TRANSFORMS_BUFFER, ENTITY_SHADER.transformsBlock); } void entityShaderUse() { shaderUse(&ENTITY_SHADER.shader); } void entityShaderDispose() { shaderDispose(&ENTITY_SHADER.shader); }