From 0acf7d4188c6b56eab4ea016eba0ecdae7e45dc4 Mon Sep 17 00:00:00 2001 From: Jarcode Date: Thu, 14 Mar 2019 21:51:58 -0700 Subject: [PATCH] Migrate builtin macros to '__' prefix --- render.c | 10 +++++----- shaders/circle/2.frag | 2 +- shaders/radial/1.frag | 10 +++++----- shaders/util/premultiply.frag | 4 +--- shaders/util/smooth.glsl | 8 ++++---- shaders/util/smooth_pass.frag | 4 ++-- 6 files changed, 18 insertions(+), 20 deletions(-) diff --git a/render.c b/render.c index 8c57e5e..c66a662 100644 --- a/render.c +++ b/render.c @@ -223,11 +223,11 @@ static GLuint shaderload(const char* rpath, static const GLchar* header_fmt = "#version %d\n" - "#define UNIFORM_LIMIT %d\n" - "#define PRE_SMOOTHED_AUDIO %d\n" - "#define SMOOTH_FACTOR %.6f\n" - "#define USE_ALPHA %d\n" - "#define PREMULTIPLY_ALPHA %d\n" + "#define __UNIFORM_LIMIT %d\n" + "#define __PRE_SMOOTHED_AUDIO %d\n" + "#define __SMOOTH_FACTOR %.6f\n" + "#define __USE_ALPHA %d\n" + "#define __PREMULTIPLY_ALPHA %d\n" "#define USE_STDIN %d\n" "#if USE_STDIN == 1\n" "uniform %s STDIN;\n" diff --git a/shaders/circle/2.frag b/shaders/circle/2.frag index d38f6ad..e4794e8 100644 --- a/shaders/circle/2.frag +++ b/shaders/circle/2.frag @@ -12,7 +12,7 @@ out vec4 fragment; /* output */ void main() { fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); #if C_SMOOTH > 0 - #if USE_ALPHA + #if __USE_ALPHA vec4 a0 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0), a1 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 1)), 0), diff --git a/shaders/radial/1.frag b/shaders/radial/1.frag index 3951a37..c98fdf5 100644 --- a/shaders/radial/1.frag +++ b/shaders/radial/1.frag @@ -31,7 +31,7 @@ out vec4 fragment; void main() { - #if USE_ALPHA > 0 + #if __USE_ALPHA > 0 #define APPLY_FRAG(f, c) f = vec4(f.rgb * f.a + c.rgb * (1 - clamp(f.a, 0, 1)), max(c.a, f.a)) fragment = #00000000; #else @@ -48,7 +48,7 @@ void main() { float d = sqrt((dx * dx) + (dy * dy)); /* distance */ if (d > C_RADIUS - (float(C_LINE) / 2.0F) && d < C_RADIUS + (float(C_LINE) / 2.0F)) { APPLY_FRAG(fragment, OUTLINE); - #if USE_ALPHA > 0 + #if __USE_ALPHA > 0 fragment.a *= clamp(((C_LINE / 2) - abs(C_RADIUS - d)) * C_ALIAS_FACTOR, 0, 1); #else return; /* return immediately if there is no alpha blending available */ @@ -74,7 +74,7 @@ void main() { v *= AMPLIFY; /* amplify */ #undef smooth_f /* offset to fragment distance from inner circle */ - #if USE_ALPHA > 0 + #if __USE_ALPHA > 0 #define ALIAS_FACTOR (((BAR_WIDTH / 2) - abs(ym)) * BAR_ALIAS_FACTOR) d -= C_RADIUS; /* start bar overlapping the inner circle for blending */ #else @@ -91,7 +91,7 @@ void main() { #else r = COLOR; #endif - #if USE_ALPHA > 0 + #if __USE_ALPHA > 0 r.a *= ALIAS_FACTOR; #endif APPLY_FRAG(fragment, r); @@ -99,7 +99,7 @@ void main() { } #if BAR_OUTLINE_WIDTH > 0 if (d <= v) { - #if USE_ALPHA > 0 + #if __USE_ALPHA > 0 vec4 r = BAR_OUTLINE; r.a *= ALIAS_FACTOR; APPLY_FRAG(fragment, r); diff --git a/shaders/util/premultiply.frag b/shaders/util/premultiply.frag index 4be8846..10595db 100644 --- a/shaders/util/premultiply.frag +++ b/shaders/util/premultiply.frag @@ -1,5 +1,5 @@ -#if PREMULTIPLY_ALPHA == 0 +#if __PREMULTIPLY_ALPHA == 0 #error __disablestage #endif @@ -11,7 +11,5 @@ in vec4 gl_FragCoord; void main() { fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); - #if PREMULTIPLY_ALPHA > 0 fragment.rgb *= fragment.a; - #endif } diff --git a/shaders/util/smooth.glsl b/shaders/util/smooth.glsl index 5b8a3b4..61d6076 100644 --- a/shaders/util/smooth.glsl +++ b/shaders/util/smooth.glsl @@ -34,14 +34,14 @@ float iscale_audio(float idx) { return -log((SAMPLE_RANGE) * idx) / (SAMPLE_SCALE); } -/* Note: the SMOOTH_FACTOR macro is defined by GLava itself, from `#request setsmoothfactor`*/ +/* Note: the __SMOOTH_FACTOR macro is defined by GLava itself, from `#request setsmoothfactor`*/ float smooth_audio(in sampler1D tex, int tex_sz, highp float idx) { - #if PRE_SMOOTHED_AUDIO < 1 + #if __PRE_SMOOTHED_AUDIO < 1 float - smin = scale_audio(clamp(idx - SMOOTH_FACTOR, 0, 1)) * tex_sz, - smax = scale_audio(clamp(idx + SMOOTH_FACTOR, 0, 1)) * tex_sz; + smin = scale_audio(clamp(idx - __SMOOTH_FACTOR, 0, 1)) * tex_sz, + smax = scale_audio(clamp(idx + __SMOOTH_FACTOR, 0, 1)) * tex_sz; float m = ((smax - smin) / 2.0F), s, w; float rm = smin + m; /* middle */ diff --git a/shaders/util/smooth_pass.frag b/shaders/util/smooth_pass.frag index b55d0f6..92a5396 100644 --- a/shaders/util/smooth_pass.frag +++ b/shaders/util/smooth_pass.frag @@ -6,8 +6,8 @@ uniform int w; out vec4 fragment; in vec4 gl_FragCoord; -#undef PRE_SMOOTHED_AUDIO -#define PRE_SMOOTHED_AUDIO 0 +#undef __PRE_SMOOTHED_AUDIO +#define __PRE_SMOOTHED_AUDIO 0 #include ":util/smooth.glsl"