263 lines
6.5 KiB
C
263 lines
6.5 KiB
C
#ifndef _SWAY_SHADERS_H
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#define _SWAY_SHADERS_H
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;\n"
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"uniform vec4 color;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_color = color;\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar quad_fragment_src[] =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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// Textured quads
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const GLchar tex_vertex_src[] =
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"uniform mat3 proj;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"\n"
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"void main() {\n"
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" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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const GLchar tex_fragment_src_rgba[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 topLeft;\n"
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"uniform vec2 bottomRight;\n"
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"uniform vec2 fullSize;\n"
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"uniform float radius;\n"
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"\n"
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"uniform int discardOpaque;\n"
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"\n"
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"void main() {\n"
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" vec4 pixColor = texture2D(tex, v_texcoord);\n"
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"\n"
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" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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"\n"
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" vec2 pixCoord = fullSize * v_texcoord;\n"
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"\n"
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" if (pixCoord[0] < topLeft[0]) {\n"
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" // we're close left\n"
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(topLeft, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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" else if (pixCoord[0] > bottomRight[0]) {\n"
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// we're close right
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(bottomRight, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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" gl_FragColor = pixColor * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_rgbx[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 topLeft;\n"
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"uniform vec2 bottomRight;\n"
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"uniform vec2 fullSize;\n"
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"uniform float radius;\n"
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"\n"
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"uniform int discardOpaque;\n"
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"\n"
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"void main() {\n"
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"\n"
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" if (discardOpaque == 1 && alpha == 1.0) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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"\n"
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" vec2 pixCoord = fullSize * v_texcoord;\n"
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"\n"
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" if (pixCoord[0] < topLeft[0]) {\n"
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// we're close left
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(topLeft, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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" else if (pixCoord[0] > bottomRight[0]) {\n"
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// we're close right
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(bottomRight, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
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"}\n";
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const GLchar tex_fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n\n"
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform samplerExternalOES texture0;\n"
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"uniform float alpha;\n"
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"\n"
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"uniform vec2 topLeft;\n"
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"uniform vec2 bottomRight;\n"
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"uniform vec2 fullSize;\n"
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"uniform float radius;\n"
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"\n"
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"uniform int discardOpaque;\n"
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"\n"
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"void main() {\n"
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"\n"
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" vec4 pixColor = texture2D(texture0, v_texcoord);\n"
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"\n"
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" if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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"\n"
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" vec2 pixCoord = fullSize * v_texcoord;\n"
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"\n"
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" if (pixCoord[0] < topLeft[0]) {\n"
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// we're close left
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(topLeft, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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" else if (pixCoord[0] > bottomRight[0]) {\n"
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// we're close right
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" if (pixCoord[1] < topLeft[1]) {\n"
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// top
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" if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" } else if (pixCoord[1] > bottomRight[1]) {\n"
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// bottom
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" if (distance(bottomRight, pixCoord) > radius) {\n"
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" discard;\n"
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" return;\n"
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" }\n"
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" }\n"
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" }\n"
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"\n"
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" gl_FragColor = pixColor * alpha;\n"
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"}\n";
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const GLchar frag_blur_1[] =
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"precision mediump float;\n"
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"varying mediump vec2 v_texcoord; // is in 0-1\n"
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"uniform sampler2D tex;\n"
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"\n"
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"uniform float radius;\n"
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"uniform vec2 halfpixel;\n"
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"\n"
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"void main() {\n"
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" vec2 uv = v_texcoord * 2.0;\n"
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"\n"
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" vec4 sum = texture2D(tex, uv) * 4.0;\n"
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" sum += texture2D(tex, uv - halfpixel.xy * radius);\n"
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" sum += texture2D(tex, uv + halfpixel.xy * radius);\n"
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" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);\n"
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" sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);\n"
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" gl_FragColor = sum / 8.0;\n"
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"}\n";
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const GLchar frag_blur_2[] =
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"precision mediump float;\n"
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"varying mediump vec2 v_texcoord; // is in 0-1\n"
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"uniform sampler2D tex;\n"
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"\n"
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"uniform float radius;\n"
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"uniform vec2 halfpixel;\n"
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"\n"
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"void main() {\n"
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" vec2 uv = v_texcoord / 2.0;\n"
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"\n"
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" vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);\n"
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"\n"
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" sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
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" sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);\n"
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" sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;\n"
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" sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);\n"
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" sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
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" sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);\n"
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" sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;\n"
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"\n"
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" gl_FragColor = sum / 12.0;\n"
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"}\n";
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#endif
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