render/gles2: unify fragment shader

Instead of having 3 different fragment shaders for textures and 1
more for quads, unify them all and compile different variants via
a SOURCE constant.

In the future, we will have more variant dimensions: pre-multiplied
alpha on/off, color transformation, etc. It will become inpractical
to have one file per combination.

Weston has a similar approach:
https://gitlab.freedesktop.org/wayland/weston/-/blob/main/libweston/renderer-gl/fragment.glsl
This commit is contained in:
Simon Ser 2022-10-26 21:22:47 +02:00
parent 32d00984e1
commit 25d8151870
8 changed files with 91 additions and 77 deletions

View file

@ -2,10 +2,7 @@ embed = find_program('./embed.sh', native: true)
shaders = [
'common.vert',
'quad.frag',
'tex_rgba.frag',
'tex_rgbx.frag',
'tex_external.frag',
'common.frag',
]
foreach name : shaders