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---
layout: default
title: 'Coolest C Preprocessor Trick of the Year'
redirect_from:
- /01451504315
---
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<head>
<title>Coolest C Preprocessor Trick of the Year</title>
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</head>
<body>
Probably everyone knew about this but me, but here goes anyway. (hat tip:
<a href="https://github.com/google/angle/blob/master/util/shader_utils.h#L19">Google's ANGLE library</a>)
<p>By suitably defining SHADER_SOURCE, you can write your shader program as
though it was just inline source in your larger C(++) program:
<pre>
const char * fs = SHADER_SOURCE
(
precision mediump float;
void main()
{
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
);
</pre>
<p>The definition of SHADER_SOURCE is simple:
<pre>
#define SHADER_SOURCE(...) # __VA_ARGS__
</pre>
<p>This works as long as your shader is a valid sequence of preprocessor
tokens. If you need to also use shader language directives like
<tt>#version</tt>, you will need to write them as strings. But due to
the way string catenation works, you can do
<p><pre>
const char * fs =
"#version 100\n"
SHADER_SOURCE(...);
</pre>
and keep most of the inline shader source outside of strings.
<br><br><font size=-2>Entry first conceived on 30 December 2015, 19:38 UTC, last modified on 29 February 2016, 22:04 UTC</font>
</body>
</html>