wlroots/render/gles2/shaders.c
Simon Ser 5118189a2b render/gles2: use .x/.y instead of .s/.t
texcoord is a vector of coordinates, with the first member being the X
axis value and the second member being the Y axis value. It makes more
sense to use the accessors with the same names.
2020-06-17 09:10:54 -06:00

89 lines
2.0 KiB
C

#include <GLES2/gl2.h>
#include "render/gles2.h"
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat3 proj;\n"
"uniform vec4 color;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" v_color = color;\n"
" v_texcoord = texcoord;\n"
"}\n";
const GLchar quad_fragment_src[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
// Colored ellipses
const GLchar ellipse_fragment_src[] =
"precision mediump float;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" float l = length(v_texcoord - vec2(0.5, 0.5));\n"
" if (l > 0.5) {\n"
" discard;\n"
" }\n"
" gl_FragColor = v_color;\n"
"}\n";
// Textured quads
const GLchar tex_vertex_src[] =
"uniform mat3 proj;\n"
"uniform bool invert_y;\n"
"attribute vec2 pos;\n"
"attribute vec2 texcoord;\n"
"varying vec2 v_texcoord;\n"
"\n"
"void main() {\n"
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
" if (invert_y) {\n"
" v_texcoord = vec2(texcoord.x, 1.0 - texcoord.y);\n"
" } else {\n"
" v_texcoord = texcoord;\n"
" }\n"
"}\n";
const GLchar tex_fragment_src_rgba[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"void main() {\n"
" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
"}\n";
const GLchar tex_fragment_src_rgbx[] =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
"\n"
"void main() {\n"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
"}\n";
const GLchar tex_fragment_src_external[] =
"#extension GL_OES_EGL_image_external : require\n\n"
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform samplerExternalOES texture0;\n"
"uniform float alpha;\n"
"\n"
"void main() {\n"
" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
"}\n";