#include "uiShader.h" #include <gfx/gl/glSource.h> #include <gfx/gl/programHandle.h> #include <gfx/gl/shaders/fs-uiShader.h> #include <gfx/gl/shaders/vs-uiShader.h> #include <glm/glm.hpp> #include <glm/gtc/type_ptr.hpp> UIShader::UIShader(size_t width, size_t height) : program {uiShader_vs.compile(), uiShader_fs.compile()} { if (auto loc = glGetUniformLocation(program.m_program, "uiProjection"); loc >= 0) { glUseProgram(program.m_program); const auto uiProjection = glm::ortho<float>(0, static_cast<float>(width), 0, static_cast<float>(height)); glUniformMatrix4fv(loc, 1, GL_FALSE, glm::value_ptr(uiProjection)); } } void UIShader::use() const { glUseProgram(program.m_program); }