This is a rendernode that is supposed to run a GLSL fragment shader with a set of inputs and produce outputs. The inputs are: * A GskGLShader object with the source and uniforms definitions computed from the source. * A the data for the uniforms, formated according to the GskGLShader * a list of render nodes that are rendered to textures Additionally there is a fallback node which is used in case OpenGL is not supported or there is some kind of failure with the shader code.
20 lines
402 B
C
20 lines
402 B
C
#ifndef __GSK_GLSHADER_PRIVATE_H__
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#define __GSK_GLSHADER_PRIVATE_H__
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#include <gsk/gskglshader.h>
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G_BEGIN_DECLS
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typedef struct {
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char *name;
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GskGLUniformType type;
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gsize offset;
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} GskGLUniform;
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const GskGLUniform *gsk_gl_shader_get_uniforms (GskGLShader *shader,
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int *n_uniforms);
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G_END_DECLS
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#endif /* __GSK_GLSHADER_PRIVATE_H__ */
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