From 2d01663b2559c6d6a121c18b9496248dce8ad1a2 Mon Sep 17 00:00:00 2001 From: Guido Günther Date: Mon, 19 Mar 2018 15:45:34 +0100 Subject: gles2: Honor alpha in fragment_src_external By using the same vertex shader and adding alpha to the fragment shader for external textures we can: - use alpha blending - have wlr_gles2_render_texture_with_matrix work with the GL_TEXTURE_EXTERNAL_OES. So far this failed since we passed in alpha which was unknown by fragment_src_external --- render/gles2/renderer.c | 2 +- render/gles2/shaders.c | 3 ++- 2 files changed, 3 insertions(+), 2 deletions(-) (limited to 'render/gles2') diff --git a/render/gles2/renderer.c b/render/gles2/renderer.c index 55797805..f525869d 100644 --- a/render/gles2/renderer.c +++ b/render/gles2/renderer.c @@ -90,7 +90,7 @@ static void init_default_shaders() { goto error; } if (glEGLImageTargetTexture2DOES) { - if (!compile_program(quad_vertex_src, fragment_src_external, + if (!compile_program(vertex_src, fragment_src_external, &shaders.external)) { goto error; } diff --git a/render/gles2/shaders.c b/render/gles2/shaders.c index 2e9386d0..30e12e4c 100644 --- a/render/gles2/shaders.c +++ b/render/gles2/shaders.c @@ -80,8 +80,9 @@ const GLchar fragment_src_external[] = "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);" +" gl_FragColor = vec4(col.rgb, col.a * alpha);" "}"; -- cgit v1.2.3