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#include <glad/glad.h>
const char *vertex_shader_source = "#version 450 core\n"
"layout (location = 0) in vec2 aPos;\n"
"layout (location = 1) in vec2 aTexCoord;\n"
"out vec2 TexCoord;\n"
"void main()\n"
"{\n"
" gl_Position = vec4(aPos, 0.0, 1.0);\n"
" TexCoord = aTexCoord;\n"
"}\0";
const char *fragment_shader_source = "#version 450 core\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"uniform sampler2D tex;\n"
"vec4 layer(vec4 foreground, vec4 background) {\n"
" return foreground * foreground.a + background * (1.0 - foreground.a);\n"
"}\n"
"void main()\n"
"{\n"
" FragColor = texture(tex, TexCoord);\n"
"}\0";
//"uniform sampler2D overlayTexture;\n"
void new_shader_program(GLuint *shaderProgram) {
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertex_shader_source, 0);
glCompileShader(vertexShader);
// Create and compile the fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragment_shader_source, 0);
glCompileShader(fragmentShader);
// Link the vertex and fragment shader into a shader program
glAttachShader(*shaderProgram, vertexShader);
glAttachShader(*shaderProgram, fragmentShader);
glLinkProgram(*shaderProgram);
glUseProgram(*shaderProgram);
glUniform1i(glGetUniformLocation(*shaderProgram, "tex"), 0);
}
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