refactor: deduplicate vertex shaders

This commit is contained in:
Will McKinnon 2022-12-11 14:59:11 -05:00
parent 2f3e039029
commit c0d490e3cb
4 changed files with 10 additions and 21 deletions

View file

@ -18,13 +18,12 @@
#include "sway/server.h"
// shaders
#include "quad_vert_src.h"
#include "common_vert_src.h"
#include "quad_frag_src.h"
#include "quad_round_frag_src.h"
#include "quad_round_tl_frag_src.h"
#include "quad_round_tr_frag_src.h"
#include "corner_frag_src.h"
#include "tex_vert_src.h"
#include "tex_rgba_frag_src.h"
#include "tex_rgbx_frag_src.h"
#include "tex_external_frag_src.h"
@ -188,7 +187,7 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
GLuint prog;
// quad fragment shader
prog = link_program(quad_vert_src, quad_frag_src);
prog = link_program(common_vert_src, quad_frag_src);
renderer->shaders.quad.program = prog;
if (!renderer->shaders.quad.program) {
goto error;
@ -198,21 +197,21 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
// rounded quad fragment shaders
prog = link_program(quad_vert_src, quad_round_frag_src);
prog = link_program(common_vert_src, quad_round_frag_src);
if (!init_rounded_quad_shader(&renderer->shaders.rounded_quad, prog)) {
goto error;
}
prog = link_program(quad_vert_src, quad_round_tl_frag_src);
prog = link_program(common_vert_src, quad_round_tl_frag_src);
if (!init_rounded_quad_shader(&renderer->shaders.rounded_tl_quad, prog)) {
goto error;
}
prog = link_program(quad_vert_src, quad_round_tr_frag_src);
prog = link_program(common_vert_src, quad_round_tr_frag_src);
if (!init_rounded_quad_shader(&renderer->shaders.rounded_tr_quad, prog)) {
goto error;
}
// Border corner shader
prog = link_program(quad_vert_src, corner_frag_src);
prog = link_program(common_vert_src, corner_frag_src);
renderer->shaders.corner.program = prog;
if (!renderer->shaders.corner.program) {
goto error;
@ -230,15 +229,15 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
renderer->shaders.corner.half_thickness = glGetUniformLocation(prog, "half_thickness");
// fragment shaders
prog = link_program(tex_vert_src, tex_rgba_frag_src);
prog = link_program(common_vert_src, tex_rgba_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_rgba, prog)) {
goto error;
}
prog = link_program(tex_vert_src, tex_rgbx_frag_src);
prog = link_program(common_vert_src, tex_rgbx_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_rgbx, prog)) {
goto error;
}
prog = link_program(tex_vert_src, tex_external_frag_src);
prog = link_program(common_vert_src, tex_external_frag_src);
if (!init_frag_shader(&renderer->shaders.tex_ext, prog)) {
goto error;
}

View file

@ -1,13 +1,12 @@
embed = find_program('./embed.sh', native: true)
shaders = [
'quad.vert',
'common.vert',
'quad.frag',
'quad_round.frag',
'quad_round_tl.frag',
'quad_round_tr.frag',
'corner.frag',
'tex.vert',
'tex_rgba.frag',
'tex_rgbx.frag',
'tex_external.frag',

View file

@ -1,9 +0,0 @@
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;
}