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-rw-r--r--render/gles2/shaders.c67
1 files changed, 33 insertions, 34 deletions
diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c
index 46a10248..9d3a67c2 100644
--- a/render/gles2/shaders.c
+++ b/render/gles2/shaders.c
@@ -3,29 +3,29 @@
// Colored quads
const GLchar quad_vertex_src[] =
-"uniform mat4 proj;"
+"uniform mat3 proj;"
"uniform vec4 color;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
-"mat4 transpose(in mat4 inMatrix) {"
-" vec4 i0 = inMatrix[0];"
-" vec4 i1 = inMatrix[1];"
-" vec4 i2 = inMatrix[2];"
-" vec4 i3 = inMatrix[3];"
-" mat4 outMatrix = mat4("
-" vec4(i0.x, i1.x, i2.x, i3.x),"
-" vec4(i0.y, i1.y, i2.y, i3.y),"
-" vec4(i0.z, i1.z, i2.z, i3.z),"
-" vec4(i0.w, i1.w, i2.w, i3.w)"
-" );"
-" return outMatrix;"
+""
+"mat3 transpose(in mat3 inMatrix) {"
+" vec3 i0 = inMatrix[0];"
+" vec3 i1 = inMatrix[1];"
+" vec3 i2 = inMatrix[2];"
+" mat3 outMatrix = mat3("
+" vec3(i0.x, i1.x, i2.x),"
+" vec3(i0.y, i1.y, i2.y),"
+" vec3(i0.z, i1.z, i2.z)"
+" );"
+" return outMatrix;"
"}"
+""
"void main() {"
-" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
-" v_color = color;"
-" v_texcoord = texcoord;"
+" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);"
+" v_color = color;"
+" v_texcoord = texcoord;"
"}";
const GLchar quad_fragment_src[] =
@@ -49,26 +49,25 @@ const GLchar ellipse_fragment_src[] =
// Textured quads
const GLchar vertex_src[] =
-"uniform mat4 proj;"
+"uniform mat3 proj;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec2 v_texcoord;"
-"mat4 transpose(in mat4 inMatrix) {"
-" vec4 i0 = inMatrix[0];"
-" vec4 i1 = inMatrix[1];"
-" vec4 i2 = inMatrix[2];"
-" vec4 i3 = inMatrix[3];"
-" mat4 outMatrix = mat4("
-" vec4(i0.x, i1.x, i2.x, i3.x),"
-" vec4(i0.y, i1.y, i2.y, i3.y),"
-" vec4(i0.z, i1.z, i2.z, i3.z),"
-" vec4(i0.w, i1.w, i2.w, i3.w)"
-" );"
""
-" return outMatrix;"
+"mat3 transpose(in mat3 inMatrix) {"
+" vec3 i0 = inMatrix[0];"
+" vec3 i1 = inMatrix[1];"
+" vec3 i2 = inMatrix[2];"
+" mat3 outMatrix = mat3("
+" vec3(i0.x, i1.x, i2.x),"
+" vec3(i0.y, i1.y, i2.y),"
+" vec3(i0.z, i1.z, i2.z)"
+" );"
+" return outMatrix;"
"}"
+""
"void main() {"
-" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
+" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);"
" v_texcoord = texcoord;"
"}";
@@ -87,8 +86,8 @@ const GLchar fragment_src_rgbx[] =
"uniform sampler2D tex;"
"uniform float alpha;"
"void main() {"
-" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
-" gl_FragColor.a = alpha;"
+" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
+" gl_FragColor.a = alpha;"
"}";
const GLchar fragment_src_external[] =
@@ -97,6 +96,6 @@ const GLchar fragment_src_external[] =
"varying vec2 v_texcoord;"
"uniform samplerExternalOES texture0;"
"void main() {"
-" vec4 col = texture2D(texture0, v_texcoord);"
-" gl_FragColor = vec4(col.rgb, col.a);"
+" vec4 col = texture2D(texture0, v_texcoord);"
+" gl_FragColor = vec4(col.rgb, col.a);"
"}";