#ifndef _SWAY_SHADERS_H #define _SWAY_SHADERS_H // Colored quads const GLchar quad_vertex_src[] = "uniform mat3 proj;\n" "uniform vec4 color;\n" "attribute vec2 pos;\n" "attribute vec2 texcoord;\n" "varying vec4 v_color;\n" "varying vec2 v_texcoord;\n" "\n" "void main() {\n" " gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" " v_color = color;\n" " v_texcoord = texcoord;\n" "}\n"; const GLchar quad_fragment_src[] = "precision mediump float;\n" "varying vec4 v_color;\n" "varying vec2 v_texcoord;\n" "\n" "void main() {\n" " gl_FragColor = v_color;\n" "}\n"; // Textured quads const GLchar tex_vertex_src[] = "uniform mat3 proj;\n" "attribute vec2 pos;\n" "attribute vec2 texcoord;\n" "varying vec2 v_texcoord;\n" "\n" "void main() {\n" " gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" " v_texcoord = texcoord;\n" "}\n"; const GLchar tex_fragment_src_rgba[] = "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform sampler2D tex;\n" "uniform float alpha;\n" "\n" "uniform float width;\n" "uniform float height;\n" "uniform vec2 position;\n" "uniform float radius;\n" "\n" "void main() {\n" " gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n" " vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n" " if (max(corner_distance.x, corner_distance.y) < radius) {\n" " float d = radius - distance(corner_distance, vec2(radius, radius));\n" " float smooth = smoothstep(-1.0f, 1.0f, d);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n" " }\n" "}\n"; const GLchar tex_fragment_src_rgbx[] = "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform sampler2D tex;\n" "uniform float alpha;\n" "\n" "uniform float width;\n" "uniform float height;\n" "uniform vec2 position;\n" "uniform float radius;\n" "\n" "void main() {\n" " gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n" " vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n" " if (max(corner_distance.x, corner_distance.y) < radius) {\n" " float d = radius - distance(corner_distance, vec2(radius, radius));\n" " float smooth = smoothstep(-1.0f, 1.0f, d);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n" " }\n" "}\n"; const GLchar tex_fragment_src_external[] = "#extension GL_OES_EGL_image_external : require\n\n" "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform samplerExternalOES texture0;\n" "uniform float alpha;\n" "\n" "uniform float width;\n" "uniform float height;\n" "uniform vec2 position;\n" "uniform float radius;\n" "\n" "void main() {\n" " gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n" " vec2 corner_distance = min(gl_FragCoord.xy - position, position + vec2(width, height) - gl_FragCoord.xy);\n" " if (max(corner_distance.x, corner_distance.y) < radius) {\n" " float d = radius - distance(corner_distance, vec2(radius, radius));\n" " float smooth = smoothstep(-1.0f, 1.0f, d);\n" " gl_FragColor = mix(vec4(0), gl_FragColor, smooth);\n" " }\n" "}\n"; #endif