/* enum wlr_gles2_shader_source */ #define SOURCE_SINGLE_COLOR 1 #define SOURCE_TEXTURE_RGBA 2 #define SOURCE_TEXTURE_RGBX 3 #define SOURCE_TEXTURE_EXTERNAL 4 #if !defined(SOURCE) #error "Missing shader preamble" #endif #if SOURCE == SOURCE_TEXTURE_EXTERNAL #extension GL_OES_EGL_image_external : require #endif precision mediump float; varying vec2 v_texcoord; #if SOURCE == SOURCE_TEXTURE_EXTERNAL uniform samplerExternalOES tex; #elif SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_RGBX uniform sampler2D tex; #elif SOURCE == SOURCE_SINGLE_COLOR uniform vec4 color; #endif #if SOURCE != SOURCE_SINGLE_COLOR uniform float alpha; #else const float alpha = 1.0; #endif vec4 sample_texture() { #if SOURCE == SOURCE_TEXTURE_RGBA || SOURCE == SOURCE_TEXTURE_EXTERNAL return texture2D(tex, v_texcoord); #elif SOURCE == SOURCE_TEXTURE_RGBX return vec4(texture2D(tex, v_texcoord).rgb, 1.0); #elif SOURCE == SOURCE_SINGLE_COLOR return color; #endif } void main() { gl_FragColor = sample_texture() * alpha; }