#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; uniform int discardOpaque; void main() { vec4 pixColor = texture2D(tex, v_texcoord); if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { discard; return; } 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) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { discard; 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) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(bottomRight, pixCoord) > radius) { discard; return; } } } gl_FragColor = pixColor * alpha; })#"; inline const std::string TEXFRAGSRCRGBX = R"#( precision mediump float; varying vec2 v_texcoord; uniform sampler2D tex; uniform float alpha; uniform vec2 topLeft; uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; void main() { if (discardOpaque == 1 && alpha == 1.0) { discard; return; } 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) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { discard; 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) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(bottomRight, pixCoord) > radius) { discard; return; } } } gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha; })#"; // thanks to Loadus // https://www.shadertoy.com/view/Mtl3Rj // for this pseudo-gaussian blur! inline const std::string FRAGBLUR1 = R"#( precision mediump float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float radius; uniform vec2 resolution; uniform vec2 halfpixel; void main() { vec4 sum = texture2D(tex, v_texcoord) * 4.0; sum += texture2D(tex, v_texcoord - halfpixel.xy * radius); sum += texture2D(tex, v_texcoord + halfpixel.xy * radius); sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius); sum += texture2D(tex, v_texcoord - vec2(halfpixel.x, -halfpixel.y) * radius); gl_FragColor = sum / 8.0; } )#"; inline const std::string FRAGBLUR2 = R"#( precision mediump float; varying vec2 v_texcoord; // is in 0-1 uniform sampler2D tex; uniform float radius; uniform vec2 resolution; uniform vec2 halfpixel; void main() { vec4 sum = texture2D(tex, v_texcoord + vec2(-halfpixel.x * 2.0, 0.0) * radius); sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture2D(tex, v_texcoord + vec2(0.0, halfpixel.y * 2.0) * radius); sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0; sum += texture2D(tex, v_texcoord + vec2(halfpixel.x * 2.0, 0.0) * radius); sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; sum += texture2D(tex, v_texcoord + vec2(0.0, -halfpixel.y * 2.0) * radius); sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; gl_FragColor = sum / 12.0; } )#"; 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; uniform vec2 topLeft; uniform vec2 bottomRight; uniform vec2 fullSize; uniform float radius; uniform int discardOpaque; void main() { vec4 pixColor = texture2D(texture0, v_texcoord); if (discardOpaque == 1 && pixColor[3] * alpha == 1.0) { discard; return; } 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) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) { discard; 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) { discard; return; } } else if (pixCoord[1] > bottomRight[1]) { // bottom if (distance(bottomRight, pixCoord) > radius) { discard; return; } } } gl_FragColor = pixColor * alpha; })#";