1use ishou_tokens::TokenSet;
6
7pub fn render(t: &TokenSet) -> String {
8 let mut out = String::from("// ishou — pleme-io design tokens (GLSL, generated)\n\n");
9 for (k, v) in t.color.entries() {
10 out.push_str(&format!(
11 "#define ISHOU_{} vec3({:.4}, {:.4}, {:.4})\n",
12 k.to_uppercase(),
13 f32::from(v.r) / 255.0,
14 f32::from(v.g) / 255.0,
15 f32::from(v.b) / 255.0,
16 ));
17 }
18 let sh = &t.shader;
20 out.push_str("\n// Default shader uniforms\n");
21 out.push_str(&format!("#define ISHOU_BLOOM_THRESHOLD {:.3}\n", sh.bloom.threshold));
22 out.push_str(&format!("#define ISHOU_BLOOM_INTENSITY {:.3}\n", sh.bloom.intensity));
23 out.push_str(&format!("#define ISHOU_CA_MAGNITUDE {:.4}\n", sh.chromatic_aberration.magnitude));
24 out.push_str(&format!("#define ISHOU_CURSOR_GLOW_RADIUS {:.2}\n", sh.cursor_glow.radius_px));
25 out.push_str(&format!("#define ISHOU_FILM_GRAIN {:.4}\n", sh.film_grain.intensity));
26 out.push_str(&format!("#define ISHOU_FROST_HAZE {:.3}\n", sh.frost_haze.intensity));
27 out.push_str(&format!("#define ISHOU_SCREEN_CURV {:.4}\n", sh.screen_curvature.curvature));
28 out.push_str(&format!("#define ISHOU_SCREEN_VIGN {:.3}\n", sh.screen_curvature.vignette));
29 out.push_str(&format!("#define ISHOU_SONIC_INTENSITY {:.3}\n", sh.sonic_boom.intensity));
30 out.push_str(&format!("#define ISHOU_SPOT_RADIUS {:.1}\n", sh.spotlight.radius_px));
31 out.push_str(&format!("#define ISHOU_STARDUST_COUNT {}\n", sh.stardust.particle_count));
32 out
33}