wlroots/render/gles2/shaders.c

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#include <GLES2/gl2.h>
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#include "render/gles2.h"
// Colored quads
const GLchar quad_vertex_src[] =
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"uniform mat3 proj;"
"uniform vec4 color;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
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""
"void main() {"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
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" v_color = color;"
" v_texcoord = texcoord;"
"}";
const GLchar quad_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
""
"void main() {"
" gl_FragColor = v_color;"
"}";
// Colored ellipses
const GLchar ellipse_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
""
"void main() {"
" float l = length(v_texcoord - vec2(0.5, 0.5));"
" if (l > 0.5) discard;"
" gl_FragColor = v_color;"
"}";
// Textured quads
const GLchar vertex_src[] =
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"uniform mat3 proj;"
"uniform bool invert_y;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec2 v_texcoord;"
""
"void main() {"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
" if (invert_y) {"
" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
" } else {"
" v_texcoord = texcoord;"
" }"
"}";
const GLchar fragment_src_rgba[] =
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform float alpha;"
""
"void main() {"
" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
"}";
const GLchar fragment_src_rgbx[] =
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform float alpha;"
""
"void main() {"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
" gl_FragColor.a = alpha;"
"}";
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const GLchar fragment_src_external[] =
"#extension GL_OES_EGL_image_external : require\n"
"precision mediump float;"
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"varying vec2 v_texcoord;"
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"uniform samplerExternalOES texture0;"
""
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"void main() {"
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" vec4 col = texture2D(texture0, v_texcoord);"
" gl_FragColor = vec4(col.rgb, col.a);"
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"}";