refactor GLSLExtension.cpp & add 'param' shader preprocessor directive & add PostEffect class (WIP)
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#include <gtest/gtest.h>
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#include "coders/commons.hpp"
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#include "coders/GLSLExtension.hpp"
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TEST(GLSLExtension, processing) {
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GLSLExtension glsl;
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glsl.addHeader("sum",
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"// sum function for glsl\n"
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"float sum(float a, float b) {\n"
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" return a + b;\n"
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"}\n"
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);
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try {
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auto processed = glsl.process("test.glsl",
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"in vec2 v_uv;\n"
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"uniform sampler2D u_screen;\n"
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"\n"
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"#include /* hell\no */ < sum >\n"
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"#param float p_intensity\n"
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"\n"
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"vec4 effect() {\n"
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" vec4 color = texture(u_screen, v_uv);\n"
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" return mix(color, 1.0 - color, p_intensity);\n"
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"}\n",
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false);
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std::cout << processed << std::endl;
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} catch (const parsing_error& err) {
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std::cerr << err.errorLog() << std::endl;
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throw;
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}
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}
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