/* 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 /* enum wlr_gles2_color_transform */ #define COLOR_TRANSFORM_IDENTITY 0 #define COLOR_TRANSFORM_LUT_3D 1 #if !defined(SOURCE) || !defined(COLOR_TRANSFORM) #error "Missing shader preamble" #endif #if SOURCE == SOURCE_TEXTURE_EXTERNAL #extension GL_OES_EGL_image_external : require #endif #if COLOR_TRANSFORM == COLOR_TRANSFORM_3DLUT #extension GL_OES_texture_3D : 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 #if COLOR_TRANSFORM == COLOR_TRANSFORM_LUT_3D uniform mediump sampler3D lut_3d; uniform float lut_3d_offset; uniform float lut_3d_scale; #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 } vec4 transform_color(vec4 color) { #if COLOR_TRANSFORM == COLOR_TRANSFORM_IDENTITY return color; #elif COLOR_TRANSFORM == COLOR_TRANSFORM_LUT_3D vec3 pos = lut_3d_offset + color * lut_3d_scale; return texture3D(lut_3d, pos).rgb; #endif } void main() { vec4 color = sample_texture() * alpha; #if COLOR_TRANSFORM != COLOR_TRANSFORM_IDENTITY // Convert from pre-multiplied alpha to straight alpha if (color.a == 0.0) color.rgb = vec3(0.0, 0.0, 0.0); else color.rgb /= color.a; color = transform_color(color); // Convert from straight alpha to pre-multiplied alpha color.rgb *= color.a; #endif gl_FragColor = color; }