refactor: deduplicate vertex shaders
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parent
2f3e039029
commit
c0d490e3cb
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@ -18,13 +18,12 @@
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#include "sway/server.h"
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// shaders
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#include "quad_vert_src.h"
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#include "common_vert_src.h"
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#include "quad_frag_src.h"
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#include "quad_round_frag_src.h"
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#include "quad_round_tl_frag_src.h"
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#include "quad_round_tr_frag_src.h"
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#include "corner_frag_src.h"
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#include "tex_vert_src.h"
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#include "tex_rgba_frag_src.h"
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#include "tex_rgbx_frag_src.h"
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#include "tex_external_frag_src.h"
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@ -188,7 +187,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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GLuint prog;
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// quad fragment shader
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prog = link_program(quad_vert_src, quad_frag_src);
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prog = link_program(common_vert_src, quad_frag_src);
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renderer->shaders.quad.program = prog;
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if (!renderer->shaders.quad.program) {
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goto error;
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@ -198,21 +197,21 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
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// rounded quad fragment shaders
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prog = link_program(quad_vert_src, quad_round_frag_src);
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prog = link_program(common_vert_src, quad_round_frag_src);
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if (!init_rounded_quad_shader(&renderer->shaders.rounded_quad, prog)) {
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goto error;
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}
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prog = link_program(quad_vert_src, quad_round_tl_frag_src);
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prog = link_program(common_vert_src, quad_round_tl_frag_src);
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if (!init_rounded_quad_shader(&renderer->shaders.rounded_tl_quad, prog)) {
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goto error;
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}
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prog = link_program(quad_vert_src, quad_round_tr_frag_src);
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prog = link_program(common_vert_src, quad_round_tr_frag_src);
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if (!init_rounded_quad_shader(&renderer->shaders.rounded_tr_quad, prog)) {
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goto error;
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}
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// Border corner shader
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prog = link_program(quad_vert_src, corner_frag_src);
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prog = link_program(common_vert_src, corner_frag_src);
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renderer->shaders.corner.program = prog;
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if (!renderer->shaders.corner.program) {
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goto error;
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@ -230,15 +229,15 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
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renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
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// fragment shaders
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prog = link_program(tex_vert_src, tex_rgba_frag_src);
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prog = link_program(common_vert_src, tex_rgba_frag_src);
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if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) {
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goto error;
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}
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prog = link_program(tex_vert_src, tex_rgbx_frag_src);
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prog = link_program(common_vert_src, tex_rgbx_frag_src);
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if (!init_frag_shader(&renderer->shaders.tex_rgbx, prog)) {
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goto error;
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}
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prog = link_program(tex_vert_src, tex_external_frag_src);
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prog = link_program(common_vert_src, tex_external_frag_src);
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if (!init_frag_shader(&renderer->shaders.tex_ext, prog)) {
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goto error;
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}
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@ -1,13 +1,12 @@
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embed = find_program('./embed.sh', native: true)
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shaders = [
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'quad.vert',
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'common.vert',
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'quad.frag',
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'quad_round.frag',
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'quad_round_tl.frag',
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'quad_round_tr.frag',
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'corner.frag',
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'tex.vert',
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'tex_rgba.frag',
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'tex_rgbx.frag',
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'tex_external.frag',
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@ -1,9 +0,0 @@
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uniform mat3 proj;
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attribute vec2 pos;
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attribute vec2 texcoord;
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varying vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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}
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