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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
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')
-rwxr-xr-xrender/gles2/shaders/embed.sh11
-rw-r--r--render/gles2/shaders/meson.build23
-rw-r--r--render/gles2/shaders/quad.frag7
-rw-r--r--render/gles2/shaders/quad.vert12
-rw-r--r--render/gles2/shaders/tex.vert9
-rw-r--r--render/gles2/shaders/tex_external.frag10
-rw-r--r--render/gles2/shaders/tex_rgba.frag8
-rw-r--r--render/gles2/shaders/tex_rgbx.frag8
8 files changed, 88 insertions, 0 deletions
diff --git a/render/gles2/shaders/embed.sh b/render/gles2/shaders/embed.sh
new file mode 100755
index 00000000..acd7a119
--- /dev/null
+++ b/render/gles2/shaders/embed.sh
@@ -0,0 +1,11 @@
+#!/bin/sh -eu
+
+var=${1:-data}
+hex="$(od -A n -t x1 -v)"
+
+echo "static const char $var[] = {"
+for byte in $hex; do
+ echo " 0x$byte,"
+done
+echo " 0x00,"
+echo "};"
diff --git a/render/gles2/shaders/meson.build b/render/gles2/shaders/meson.build
new file mode 100644
index 00000000..626c2b14
--- /dev/null
+++ b/render/gles2/shaders/meson.build
@@ -0,0 +1,23 @@
+embed = find_program('./embed.sh', native: true)
+
+shaders = [
+ 'quad.vert',
+ 'quad.frag',
+ 'tex.vert',
+ 'tex_rgba.frag',
+ 'tex_rgbx.frag',
+ 'tex_external.frag',
+]
+
+foreach name : shaders
+ output = name.underscorify() + '_src.h'
+ var = name.underscorify() + '_src'
+ wlr_files += custom_target(
+ output,
+ command: [embed, var],
+ input: name,
+ output: output,
+ feed: true,
+ capture: true,
+ )
+endforeach
diff --git a/render/gles2/shaders/quad.frag b/render/gles2/shaders/quad.frag
new file mode 100644
index 00000000..08291046
--- /dev/null
+++ b/render/gles2/shaders/quad.frag
@@ -0,0 +1,7 @@
+precision mediump float;
+varying vec4 v_color;
+varying vec2 v_texcoord;
+
+void main() {
+ gl_FragColor = v_color;
+}
diff --git a/render/gles2/shaders/quad.vert b/render/gles2/shaders/quad.vert
new file mode 100644
index 00000000..abcafd07
--- /dev/null
+++ b/render/gles2/shaders/quad.vert
@@ -0,0 +1,12 @@
+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;
+}
diff --git a/render/gles2/shaders/tex.vert b/render/gles2/shaders/tex.vert
new file mode 100644
index 00000000..9cebb458
--- /dev/null
+++ b/render/gles2/shaders/tex.vert
@@ -0,0 +1,9 @@
+uniform mat3 proj;
+attribute vec2 pos;
+attribute vec2 texcoord;
+varying vec2 v_texcoord;
+
+void main() {
+ gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
+ v_texcoord = texcoord;
+}
diff --git a/render/gles2/shaders/tex_external.frag b/render/gles2/shaders/tex_external.frag
new file mode 100644
index 00000000..05eac503
--- /dev/null
+++ b/render/gles2/shaders/tex_external.frag
@@ -0,0 +1,10 @@
+#extension GL_OES_EGL_image_external : require
+
+precision mediump float;
+varying vec2 v_texcoord;
+uniform samplerExternalOES texture0;
+uniform float alpha;
+
+void main() {
+ gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
+}
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;
+}
diff --git a/render/gles2/shaders/tex_rgbx.frag b/render/gles2/shaders/tex_rgbx.frag
new file mode 100644
index 00000000..42ddf92f
--- /dev/null
+++ b/render/gles2/shaders/tex_rgbx.frag
@@ -0,0 +1,8 @@
+precision mediump float;
+varying vec2 v_texcoord;
+uniform sampler2D tex;
+uniform float alpha;
+
+void main() {
+ gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
+}