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106 lines
2.6 KiB
C
106 lines
2.6 KiB
C
#include <GLES2/gl2.h>
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#include "render/gles2.h"
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;\n"
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"uniform vec4 color;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_color = color;\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar quad_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Colored ellipses
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const GLchar ellipse_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" float l = length(v_texcoord - vec2(0.5, 0.5));\n"
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" if (l > 0.5) {\n"
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" discard;\n"
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" }\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Textured quads
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const GLchar tex_vertex_src[] =
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"uniform mat3 proj;\n"
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"uniform bool invert_y;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" if (invert_y) {\n"
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" v_texcoord = vec2(texcoord.x, 1.0 - texcoord.y);\n"
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" } else {\n"
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" v_texcoord = texcoord;\n"
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" }\n"
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"}\n";
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static const GLchar tex_fragment_head[] =
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"#extension GL_OES_texture_3D : require\n"
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"\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n";
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static const GLchar tex_fragment_util[] =
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"uniform mediump sampler3D color_table;\n"
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"uniform bool color_enable;\n"
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"#define offset " COLOR_OFFSET "\n"
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"\n"
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"#ifdef GL_OES_texture_3D\n"
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"vec4 lookup(vec4 c) {\n"
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" if(! color_enable)\n"
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" return c;\n"
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" vec4 m = texture3D(color_table, offset + c.rgb * (1.0 - offset*2.0));\n"
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" return vec4(m.rgb, c.a);\n"
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"}\n"
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"#else\n"
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"#define lookup(c) c\n"
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"#endif\n"
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;
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struct wlr_gles2_tex_shader tex_fragment_src_rgba = {
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.head = tex_fragment_head,
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.util = tex_fragment_util,
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.main = "gl_FragColor = lookup(texture2D(tex, v_texcoord)) * alpha;"
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};
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struct wlr_gles2_tex_shader tex_fragment_src_rgbx = {
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.head = tex_fragment_head,
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.util = tex_fragment_util,
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.main = "gl_FragColor = lookup(vec4(texture2D(tex, v_texcoord).rgb, 1.0)) * alpha;"
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};
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struct wlr_gles2_tex_shader tex_fragment_src_external = {
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.head = "#extension GL_OES_EGL_image_external : require\n"
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"#extension GL_OES_texture_3D : enable\n"
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"\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n",
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.util = tex_fragment_util,
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.main = "gl_FragColor = lookup(texture2D(texture0, v_texcoord)) * alpha;\n"
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};
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