Migrate builtin macros to '__' prefix

This commit is contained in:
Jarcode
2019-03-14 21:51:58 -07:00
parent aa56b89ddf
commit 0acf7d4188
6 changed files with 18 additions and 20 deletions

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@@ -223,11 +223,11 @@ static GLuint shaderload(const char* rpath,
static const GLchar* header_fmt = static const GLchar* header_fmt =
"#version %d\n" "#version %d\n"
"#define UNIFORM_LIMIT %d\n" "#define __UNIFORM_LIMIT %d\n"
"#define PRE_SMOOTHED_AUDIO %d\n" "#define __PRE_SMOOTHED_AUDIO %d\n"
"#define SMOOTH_FACTOR %.6f\n" "#define __SMOOTH_FACTOR %.6f\n"
"#define USE_ALPHA %d\n" "#define __USE_ALPHA %d\n"
"#define PREMULTIPLY_ALPHA %d\n" "#define __PREMULTIPLY_ALPHA %d\n"
"#define USE_STDIN %d\n" "#define USE_STDIN %d\n"
"#if USE_STDIN == 1\n" "#if USE_STDIN == 1\n"
"uniform %s STDIN;\n" "uniform %s STDIN;\n"

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@@ -12,7 +12,7 @@ out vec4 fragment; /* output */
void main() { void main() {
fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
#if C_SMOOTH > 0 #if C_SMOOTH > 0
#if USE_ALPHA #if __USE_ALPHA
vec4 vec4
a0 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 0)), 0), 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), a1 = texelFetch(tex, ivec2((gl_FragCoord.x + 1), (gl_FragCoord.y + 1)), 0),

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@@ -31,7 +31,7 @@ out vec4 fragment;
void main() { 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)) #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; fragment = #00000000;
#else #else
@@ -48,7 +48,7 @@ void main() {
float d = sqrt((dx * dx) + (dy * dy)); /* distance */ 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)) { if (d > C_RADIUS - (float(C_LINE) / 2.0F) && d < C_RADIUS + (float(C_LINE) / 2.0F)) {
APPLY_FRAG(fragment, OUTLINE); 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); fragment.a *= clamp(((C_LINE / 2) - abs(C_RADIUS - d)) * C_ALIAS_FACTOR, 0, 1);
#else #else
return; /* return immediately if there is no alpha blending available */ return; /* return immediately if there is no alpha blending available */
@@ -74,7 +74,7 @@ void main() {
v *= AMPLIFY; /* amplify */ v *= AMPLIFY; /* amplify */
#undef smooth_f #undef smooth_f
/* offset to fragment distance from inner circle */ /* 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) #define ALIAS_FACTOR (((BAR_WIDTH / 2) - abs(ym)) * BAR_ALIAS_FACTOR)
d -= C_RADIUS; /* start bar overlapping the inner circle for blending */ d -= C_RADIUS; /* start bar overlapping the inner circle for blending */
#else #else
@@ -91,7 +91,7 @@ void main() {
#else #else
r = COLOR; r = COLOR;
#endif #endif
#if USE_ALPHA > 0 #if __USE_ALPHA > 0
r.a *= ALIAS_FACTOR; r.a *= ALIAS_FACTOR;
#endif #endif
APPLY_FRAG(fragment, r); APPLY_FRAG(fragment, r);
@@ -99,7 +99,7 @@ void main() {
} }
#if BAR_OUTLINE_WIDTH > 0 #if BAR_OUTLINE_WIDTH > 0
if (d <= v) { if (d <= v) {
#if USE_ALPHA > 0 #if __USE_ALPHA > 0
vec4 r = BAR_OUTLINE; vec4 r = BAR_OUTLINE;
r.a *= ALIAS_FACTOR; r.a *= ALIAS_FACTOR;
APPLY_FRAG(fragment, r); APPLY_FRAG(fragment, r);

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@@ -1,5 +1,5 @@
#if PREMULTIPLY_ALPHA == 0 #if __PREMULTIPLY_ALPHA == 0
#error __disablestage #error __disablestage
#endif #endif
@@ -11,7 +11,5 @@ in vec4 gl_FragCoord;
void main() { void main() {
fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0); fragment = texelFetch(tex, ivec2(gl_FragCoord.x, gl_FragCoord.y), 0);
#if PREMULTIPLY_ALPHA > 0
fragment.rgb *= fragment.a; fragment.rgb *= fragment.a;
#endif
} }

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@@ -34,14 +34,14 @@ float iscale_audio(float idx) {
return -log((SAMPLE_RANGE) * idx) / (SAMPLE_SCALE); 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) { float smooth_audio(in sampler1D tex, int tex_sz, highp float idx) {
#if PRE_SMOOTHED_AUDIO < 1 #if __PRE_SMOOTHED_AUDIO < 1
float float
smin = 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; smax = scale_audio(clamp(idx + __SMOOTH_FACTOR, 0, 1)) * tex_sz;
float m = ((smax - smin) / 2.0F), s, w; float m = ((smax - smin) / 2.0F), s, w;
float rm = smin + m; /* middle */ float rm = smin + m; /* middle */

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@@ -6,8 +6,8 @@ uniform int w;
out vec4 fragment; out vec4 fragment;
in vec4 gl_FragCoord; in vec4 gl_FragCoord;
#undef PRE_SMOOTHED_AUDIO #undef __PRE_SMOOTHED_AUDIO
#define PRE_SMOOTHED_AUDIO 0 #define __PRE_SMOOTHED_AUDIO 0
#include ":util/smooth.glsl" #include ":util/smooth.glsl"