wlroots-hyprland/render/gles3/shaders.c

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#include "render/gles3.h"
#include <GLES3/gl3.h>
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat4 proj;"
"uniform vec4 color;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"void main() {"
" gl_Position = proj * vec4(pos, 0.0, 1.0);"
" v_color = color;"
" v_texcoord = texcoord;"
"}";
const GLchar quad_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"void main() {"
" gl_FragColor = v_color;"
"}";
// Colored ellipses (TODO)
const GLchar ellipse_fragment_src[] =
"precision mediump float;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"void main() {"
" float l = length(v_texcoord - vec2(0.5, 0.5));"
" if (l > 0.5) discard;"
" gl_FragColor = v_color;"
"}";
// Textured quads
const GLchar vertex_src[] =
"uniform mat4 proj;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec2 v_texcoord;"
"void main() {"
" gl_Position = proj * vec4(pos, 0.0, 1.0);"
" v_texcoord = texcoord;"
"}";
const GLchar fragment_src_RGB[] =
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main() {"
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);"
"}";
const GLchar fragment_src_RGBA[] =
"precision mediump float;"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main() {"
" gl_FragColor = texture2D(tex, v_texcoord);"
"}";