#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 vec2 topLeft;\n" "uniform vec2 bottomRight;\n" "uniform vec2 fullSize;\n" "uniform float radius;\n" "\n" "uniform int discardOpaque;\n" "\n" "void main() {\n" " vec4 pixColor = texture2D(tex, v_texcoord);\n" "\n" " if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n" " discard;\n" " return;\n" " }\n" "\n" " vec2 pixCoord = fullSize * v_texcoord;\n" "\n" " if (pixCoord[0] < topLeft[0]) {\n" " // we're close left\n" " if (pixCoord[1] < topLeft[1]) {\n" // top " if (distance(topLeft, pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " } else if (pixCoord[1] > bottomRight[1]) {\n" // bottom " if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " }\n" " }\n" " else if (pixCoord[0] > bottomRight[0]) {\n" // we're close right " if (pixCoord[1] < topLeft[1]) {\n" // top " if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " } else if (pixCoord[1] > bottomRight[1]) {\n" // bottom " if (distance(bottomRight, pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " }\n" " }\n" "\n" " gl_FragColor = pixColor * alpha;\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 vec2 topLeft;\n" "uniform vec2 bottomRight;\n" "uniform vec2 fullSize;\n" "uniform float radius;\n" "\n" "uniform int discardOpaque;\n" "\n" "void main() {\n" "\n" " if (discardOpaque == 1 && alpha == 1.0) {\n" " discard;\n" " return;\n" " }\n" "\n" " vec2 pixCoord = fullSize * v_texcoord;\n" "\n" " if (pixCoord[0] < topLeft[0]) {\n" // we're close left " if (pixCoord[1] < topLeft[1]) {\n" // top " if (distance(topLeft, pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " } else if (pixCoord[1] > bottomRight[1]) {\n" // bottom " if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " }\n" " }\n" " else if (pixCoord[0] > bottomRight[0]) {\n" // we're close right " if (pixCoord[1] < topLeft[1]) {\n" // top " if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " } else if (pixCoord[1] > bottomRight[1]) {\n" // bottom " if (distance(bottomRight, pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " }\n" " }\n" "\n" " gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\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 vec2 topLeft;\n" "uniform vec2 bottomRight;\n" "uniform vec2 fullSize;\n" "uniform float radius;\n" "\n" "uniform int discardOpaque;\n" "\n" "void main() {\n" "\n" " vec4 pixColor = texture2D(texture0, v_texcoord);\n" "\n" " if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n" " discard;\n" " return;\n" " }\n" "\n" " vec2 pixCoord = fullSize * v_texcoord;\n" "\n" " if (pixCoord[0] < topLeft[0]) {\n" // we're close left " if (pixCoord[1] < topLeft[1]) {\n" // top " if (distance(topLeft, pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " } else if (pixCoord[1] > bottomRight[1]) {\n" // bottom " if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " }\n" " }\n" " else if (pixCoord[0] > bottomRight[0]) {\n" // we're close right " if (pixCoord[1] < topLeft[1]) {\n" // top " if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " } else if (pixCoord[1] > bottomRight[1]) {\n" // bottom " if (distance(bottomRight, pixCoord) > radius) {\n" " discard;\n" " return;\n" " }\n" " }\n" " }\n" "\n" " gl_FragColor = pixColor * alpha;\n" "}\n"; const GLchar frag_blur_1[] = "precision mediump float;\n" "varying mediump vec2 v_texcoord; // is in 0-1\n" "uniform sampler2D tex;\n" "\n" "uniform float radius;\n" "uniform vec2 halfpixel;\n" "\n" "void main() {\n" " vec2 uv = v_texcoord * 2.0;\n" "\n" " vec4 sum = texture2D(tex, uv) * 4.0;\n" " sum += texture2D(tex, uv - halfpixel.xy * radius);\n" " sum += texture2D(tex, uv + halfpixel.xy * radius);\n" " sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);\n" " sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);\n" " gl_FragColor = sum / 8.0;\n" "}\n"; const GLchar frag_blur_2[] = "precision mediump float;\n" "varying mediump vec2 v_texcoord; // is in 0-1\n" "uniform sampler2D tex;\n" "\n" "uniform float radius;\n" "uniform vec2 halfpixel;\n" "\n" "void main() {\n" " vec2 uv = v_texcoord / 2.0;\n" "\n" " vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);\n" "\n" " sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;\n" " sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);\n" " sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;\n" " sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);\n" " sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;\n" " sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);\n" " sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;\n" "\n" " gl_FragColor = sum / 12.0;\n" "}\n"; #endif