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-/* glsl-utils.h --- support functions for GLSL in OpenGL hacks.
- * Copyright (c) 2020-2021 Carsten Steger <carsten@mirsanmir.org>
- *
- * Permission to use, copy, modify, distribute, and sell this software and its
- * documentation for any purpose is hereby granted without fee, provided that
- * the above copyright notice appear in all copies and that both that
- * copyright notice and this permission notice appear in supporting
- * documentation. No representations are made about the suitability of this
- * software for any purpose. It is provided "as is" without express or
- * implied warranty.
- */
-
-
-#ifndef __GLSL_UTILS_H__
-#define __GLSL_UTILS_H__
-
-#ifdef HAVE_GLSL
-
-
-/* Column-major linearized matrix coordinate */
-#define GLSL__LINCOOR(r,c,h) ((c)*(h)+(r))
-
-
-/* Copy a 4x4 column-major matrix: c = m. */
-extern void glsl_CopyMatrix(GLfloat c[16], GLfloat m[16]);
-
-/* Create a 4x4 column-major identity matrix. */
-extern void glsl_Identity(GLfloat c[16]);
-
-/* Multiply two 4x4 column-major matrices: c = c*m. */
-extern void glsl_MultMatrix(GLfloat c[16], GLfloat m[16]);
-
-/* Multiply a 4x4 column-major matrix by a rotation matrix that rotates
- around the axis (x,y,z) by the angle angle: c = c*r(angle,x,y,z). */
-extern void glsl_Rotate(GLfloat c[16], GLfloat angle, GLfloat x, GLfloat y,
- GLfloat z);
-
-/* Multiply a 4x4 column-major matrix by a matrix that stretches, shrinks,
- or reflects an object along the axes: c = c*s(sx,sy,sz). */
-extern void glsl_Scale(GLfloat c[16], GLfloat sx, GLfloat sy, GLfloat sz);
-
-/* Multiply a 4x4 column-major matrix by a matrix that translates an object
- by a translation vector: c = c*t(tx,ty,tz). */
-extern void glsl_Translate(GLfloat c[16], GLfloat tx, GLfloat ty, GLfloat tz);
-
-/* Add a perspective projection to a 4x4 column-major matrix. */
-extern void glsl_Perspective(GLfloat c[16], GLfloat fovy, GLfloat aspect,
- GLfloat z_near, GLfloat z_far);
-
-/* Add an orthographic projection to a 4x4 column-major matrix. */
-extern void glsl_Orthographic(GLfloat c[16], GLfloat left, GLfloat right,
- GLfloat bottom, GLfloat top,
- GLfloat nearval, GLfloat farval);
-
-/* Get the OpenGL and GLSL versions. */
-extern GLboolean glsl_GetGlAndGlslVersions(GLint *gl_major,
- GLint *gl_minor,
- GLint *glsl_major,
- GLint *glsl_minor,
- GLboolean *gl_gles3);
-
-/* Compile and link a vertex and a Fragment shader into a GLSL program. */
-extern GLboolean glsl_CompileAndLinkShaders(GLsizei vertex_shader_count,
- const GLchar **vertex_shader_source,
- GLsizei fragment_shader_count,
- const GLchar **fragment_shader_source,
- GLuint *shader_program);
-
-
-#endif /* HAVE_GLSL */
-
-
-#endif /* __GLSL_UTILS_H__ */