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authorDrew DeVault <sir@cmpwn.com>2018-03-22 19:59:15 -0400
committerGitHub <noreply@github.com>2018-03-22 19:59:15 -0400
commit77d3be66eaabca4309794536984c54a5e94e9eb5 (patch)
tree50bde81f0a3b4a9a66f1e029823c391cb7345657 /render/gles2/shaders.c
parentef3769851f1b8586951cdf3ae71c3529f95a8fd6 (diff)
parenta854c2f24677595110859373c75eb8ec5e50f91e (diff)
Merge pull request #738 from emersion/gles2-renderer-redesign
Redesign GLES2 renderer
Diffstat (limited to 'render/gles2/shaders.c')
-rw-r--r--render/gles2/shaders.c148
1 files changed, 75 insertions, 73 deletions
diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c
index 30e12e4c..ba3bd971 100644
--- a/render/gles2/shaders.c
+++ b/render/gles2/shaders.c
@@ -3,86 +3,88 @@
// Colored quads
const GLchar quad_vertex_src[] =
-"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;"
-"}";
+"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;"
-"varying vec4 v_color;"
-"varying vec2 v_texcoord;"
-""
-"void main() {"
-" gl_FragColor = v_color;"
-"}";
+"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;"
-"varying vec4 v_color;"
-"varying vec2 v_texcoord;"
-""
-"void main() {"
-" float l = length(v_texcoord - vec2(0.5, 0.5));"
-" if (l > 0.5) discard;"
-" gl_FragColor = v_color;"
-"}";
+"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 vertex_src[] =
-"uniform mat3 proj;"
-"uniform bool invert_y;"
-"attribute vec2 pos;"
-"attribute vec2 texcoord;"
-"varying vec2 v_texcoord;"
-""
-"void main() {"
-" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
-" if (invert_y) {"
-" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
-" } else {"
-" v_texcoord = texcoord;"
-" }"
-"}";
+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.s, 1.0 - texcoord.t);\n"
+" } else {\n"
+" v_texcoord = texcoord;\n"
+" }\n"
+"}\n";
-const GLchar fragment_src_rgba[] =
-"precision mediump float;"
-"varying vec2 v_texcoord;"
-"uniform sampler2D tex;"
-"uniform float alpha;"
-""
-"void main() {"
-" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
-"}";
+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 = alpha * texture2D(tex, v_texcoord);\n"
+"}\n";
-const GLchar fragment_src_rgbx[] =
-"precision mediump float;"
-"varying vec2 v_texcoord;"
-"uniform sampler2D tex;"
-"uniform float alpha;"
-""
-"void main() {"
-" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
-" gl_FragColor.a = alpha;"
-"}";
+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.rgb = alpha * texture2D(tex, v_texcoord).rgb;\n"
+" gl_FragColor.a = alpha;\n"
+"}\n";
-const GLchar fragment_src_external[] =
-"#extension GL_OES_EGL_image_external : require\n"
-"precision mediump float;"
-"varying vec2 v_texcoord;"
-"uniform samplerExternalOES texture0;"
-"uniform float alpha;"
-""
-"void main() {"
-" vec4 col = texture2D(texture0, v_texcoord);"
-" gl_FragColor = vec4(col.rgb, col.a * alpha);"
-"}";
+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"
+" vec4 col = texture2D(texture0, v_texcoord);\n"
+" gl_FragColor = vec4(col.rgb, col.a * alpha);\n"
+"}\n";