use ishou_tokens::TokenSet;
pub fn render(t: &TokenSet) -> String {
let mut out = String::from("// ishou — pleme-io design tokens (GLSL, generated)\n\n");
for (k, v) in t.color.entries() {
out.push_str(&format!(
"#define ISHOU_{} vec3({:.4}, {:.4}, {:.4})\n",
k.to_uppercase(),
f32::from(v.r) / 255.0,
f32::from(v.g) / 255.0,
f32::from(v.b) / 255.0,
));
}
let sh = &t.shader;
out.push_str("\n// Default shader uniforms\n");
out.push_str(&format!(
"#define ISHOU_BLOOM_THRESHOLD {:.3}\n",
sh.bloom.threshold
));
out.push_str(&format!(
"#define ISHOU_BLOOM_INTENSITY {:.3}\n",
sh.bloom.intensity
));
out.push_str(&format!(
"#define ISHOU_CA_MAGNITUDE {:.4}\n",
sh.chromatic_aberration.magnitude
));
out.push_str(&format!(
"#define ISHOU_CURSOR_GLOW_RADIUS {:.2}\n",
sh.cursor_glow.radius_px
));
out.push_str(&format!(
"#define ISHOU_FILM_GRAIN {:.4}\n",
sh.film_grain.intensity
));
out.push_str(&format!(
"#define ISHOU_FROST_HAZE {:.3}\n",
sh.frost_haze.intensity
));
out.push_str(&format!(
"#define ISHOU_SCREEN_CURV {:.4}\n",
sh.screen_curvature.curvature
));
out.push_str(&format!(
"#define ISHOU_SCREEN_VIGN {:.3}\n",
sh.screen_curvature.vignette
));
out.push_str(&format!(
"#define ISHOU_SONIC_INTENSITY {:.3}\n",
sh.sonic_boom.intensity
));
out.push_str(&format!(
"#define ISHOU_SPOT_RADIUS {:.1}\n",
sh.spotlight.radius_px
));
out.push_str(&format!(
"#define ISHOU_STARDUST_COUNT {}\n",
sh.stardust.particle_count
));
out
}