diff options
author | Simon Ser <contact@emersion.fr> | 2022-10-26 12:03:50 +0200 |
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committer | Simon Ser <contact@emersion.fr> | 2022-10-28 11:46:06 +0000 |
commit | a75f9be2e8c63608ab64b9b93a10fdc25600501b (patch) | |
tree | 5b90c9dd728862a51f713076188c4fbc25478b77 /render/gles2/shaders/tex_rgba.frag | |
parent | bc416ed7524381dd768a829e1a19a40d114a6123 (diff) |
render/gles2: move shaders to individual files
Instead of having a C file with strings for each shader, move each
shader into its own file. Use a small POSIX shell script to convert
the files into C strings (can't wait for C23 #embed...).
The benefits from this are:
- Improved readability and syntax highlighting.
- Line numbers in shader compiler errors are easier to make sense of.
- Consistency with the Vulkan renderer.
- Shaders will become more complicated as we add color management
features.
Diffstat (limited to 'render/gles2/shaders/tex_rgba.frag')
-rw-r--r-- | render/gles2/shaders/tex_rgba.frag | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/render/gles2/shaders/tex_rgba.frag b/render/gles2/shaders/tex_rgba.frag new file mode 100644 index 00000000..c2e17a90 --- /dev/null +++ b/render/gles2/shaders/tex_rgba.frag @@ -0,0 +1,8 @@ +precision mediump float; +varying vec2 v_texcoord; +uniform sampler2D tex; +uniform float alpha; + +void main() { + gl_FragColor = texture2D(tex, v_texcoord) * alpha; +} |