#pragma once #include inline const std::string QUADVERTSRC = R"#( uniform mat3 proj; uniform vec4 color; attribute vec2 pos; attribute vec2 texcoord; varying vec4 v_color; varying vec2 v_texcoord; void main() { gl_Position = vec4(proj * vec3(pos, 1.0), 1.0); v_color = color; v_texcoord = texcoord; })#"; inline const std::string QUADFRAGSRC = R"#( precision mediump float; varying vec4 v_color; varying vec2 v_texcoord; void main() { gl_FragColor = v_color; })#"; inline const std::string TEXVERTSRC = R"#( 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; })#"; inline const std::string TEXFRAGSRCRGBA = R"#( precision mediump float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float alpha; uniform vec2 topLeft; uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; void main() { vec2 pixCoord = fullSize * v_texcoord; if (pixCoord[0] < topLeft[0]) { // we're close left if (pixCoord[1] < topLeft[1]) { // top if (distance(topLeft, pixCoord) > radius) { gl_FragColor = vec4(0,0,0,0); return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { gl_FragColor = vec4(0,0,0,0); return; } } } else if (pixCoord[0] > bottomRight[0]) { // we're close right if (pixCoord[1] < topLeft[1]) { // top if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) { gl_FragColor = vec4(0,0,0,0); return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(bottomRight, pixCoord) > radius) { gl_FragColor = vec4(0,0,0,0); return; } } } gl_FragColor = texture2D(tex, v_texcoord) * alpha; })#"; inline const std::string TEXFRAGSRCRGBX = R"#( precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; void main() { gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha; })#"; inline const std::string TEXFRAGSRCEXT = R"#( #extension GL_OES_EGL_image_external : require precision mediump float; varying vec2 v_texcoord; uniform samplerExternalOES texture0; uniform float alpha; void main() { gl_FragColor = texture2D(texture0, v_texcoord) * alpha; })#";