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authorSimon Ser <contact@emersion.fr>2022-10-26 12:03:50 +0200
committerSimon Ser <contact@emersion.fr>2022-10-28 11:46:06 +0000
commita75f9be2e8c63608ab64b9b93a10fdc25600501b (patch)
tree5b90c9dd728862a51f713076188c4fbc25478b77 /render/gles2/shaders/tex_rgba.frag
parentbc416ed7524381dd768a829e1a19a40d114a6123 (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.frag8
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;
+}