render/gles2: move shaders to individual files

Instead of having a C file with strings for each shader, move each
shader into its own file. Use a small POSIX shell script to convert
the files into C strings (can't wait for C23 #embed...).

The benefits from this are:

- Improved readability and syntax highlighting.
- Line numbers in shader compiler errors are easier to make sense of.
- Consistency with the Vulkan renderer.
- Shaders will become more complicated as we add color management
  features.
This commit is contained in:
Simon Ser 2022-10-26 12:03:50 +02:00
parent bc416ed752
commit a75f9be2e8
12 changed files with 102 additions and 82 deletions

11
render/gles2/shaders/embed.sh Executable file
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#!/bin/sh -eu
var=${1:-data}
hex="$(od -A n -t x1 -v)"
echo "static const char $var[] = {"
for byte in $hex; do
echo " 0x$byte,"
done
echo " 0x00,"
echo "};"

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embed = find_program('./embed.sh', native: true)
shaders = [
'quad.vert',
'quad.frag',
'tex.vert',
'tex_rgba.frag',
'tex_rgbx.frag',
'tex_external.frag',
]
foreach name : shaders
output = name.underscorify() + '_src.h'
var = name.underscorify() + '_src'
wlr_files += custom_target(
output,
command: [embed, var],
input: name,
output: output,
feed: true,
capture: true,
)
endforeach

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precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
void main() {
gl_FragColor = v_color;
}

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uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec4 v_color;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
}

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uniform mat3 proj;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
}

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#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform float alpha;
void main() {
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
}

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precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
void main() {
gl_FragColor = texture2D(tex, v_texcoord) * alpha;
}

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precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform float alpha;
void main() {
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
}