renderer: add support for gles3.2 screen shaders

This commit is contained in:
Vaxry 2024-03-18 04:15:04 +00:00
parent c34ad12183
commit 7587cadd0a
2 changed files with 12 additions and 1 deletions

View file

@ -547,7 +547,7 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
std::string fragmentShader((std::istreambuf_iterator<char>(infile)), (std::istreambuf_iterator<char>()));
m_sFinalScreenShader.program = createProgram(TEXVERTSRC, fragmentShader, true);
m_sFinalScreenShader.program = createProgram(fragmentShader.starts_with("#version 320 es") ? TEXVERTSRC320 : TEXVERTSRC, fragmentShader, true);
if (!m_sFinalScreenShader.program) {
g_pConfigManager->addParseError("Screen shader parser: Screen shader parse failed");

View file

@ -80,6 +80,17 @@ void main() {
v_texcoord = texcoord;
})#";
inline const std::string TEXVERTSRC320 = R"#(#version 320 es
uniform mat3 proj;
in vec2 pos;
in vec2 texcoord;
out vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_texcoord = texcoord;
})#";
inline const std::string TEXFRAGSRCRGBA = R"#(
precision highp float;
varying vec2 v_texcoord; // is in 0-1