mirror of
https://github.com/hyprwm/wlroots-hyprland.git
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111 lines
2.4 KiB
C
111 lines
2.4 KiB
C
#include <GLES2/gl2.h>
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#include "render/gles2.h"
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat3 proj;"
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"uniform vec4 color;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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""
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"mat3 transpose(in mat3 inMatrix) {"
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" vec3 i0 = inMatrix[0];"
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" vec3 i1 = inMatrix[1];"
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" vec3 i2 = inMatrix[2];"
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" mat3 outMatrix = mat3("
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" vec3(i0.x, i1.x, i2.x),"
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" vec3(i0.y, i1.y, i2.y),"
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" vec3(i0.z, i1.z, i2.z)"
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" );"
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" return outMatrix;"
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"}"
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""
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"void main() {"
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" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);"
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" v_color = color;"
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" v_texcoord = texcoord;"
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"}";
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const GLchar quad_fragment_src[] =
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"precision mediump float;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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""
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"void main() {"
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" gl_FragColor = v_color;"
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"}";
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// Colored ellipses
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const GLchar ellipse_fragment_src[] =
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"precision mediump float;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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""
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"void main() {"
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" float l = length(v_texcoord - vec2(0.5, 0.5));"
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" if (l > 0.5) discard;"
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" gl_FragColor = v_color;"
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"}";
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// Textured quads
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const GLchar vertex_src[] =
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"uniform mat3 proj;"
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"uniform bool invert_y;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec2 v_texcoord;"
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""
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"mat3 transpose(in mat3 inMatrix) {"
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" vec3 i0 = inMatrix[0];"
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" vec3 i1 = inMatrix[1];"
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" vec3 i2 = inMatrix[2];"
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" mat3 outMatrix = mat3("
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" vec3(i0.x, i1.x, i2.x),"
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" vec3(i0.y, i1.y, i2.y),"
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" vec3(i0.z, i1.z, i2.z)"
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" );"
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" return outMatrix;"
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"}"
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""
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"void main() {"
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" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);"
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" if (invert_y) {"
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" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
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" } else {"
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" v_texcoord = texcoord;"
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" }"
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"}";
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const GLchar fragment_src_rgba[] =
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"precision mediump float;"
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"varying vec2 v_texcoord;"
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"uniform sampler2D tex;"
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"uniform float alpha;"
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""
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"void main() {"
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" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
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"}";
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const GLchar fragment_src_rgbx[] =
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"precision mediump float;"
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"varying vec2 v_texcoord;"
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"uniform sampler2D tex;"
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"uniform float alpha;"
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""
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"void main() {"
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" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
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" gl_FragColor.a = alpha;"
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"}";
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const GLchar fragment_src_external[] =
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"#extension GL_OES_EGL_image_external : require\n"
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"precision mediump float;"
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"varying vec2 v_texcoord;"
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"uniform samplerExternalOES texture0;"
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""
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"void main() {"
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" vec4 col = texture2D(texture0, v_texcoord);"
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" gl_FragColor = vec4(col.rgb, col.a);"
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"}";
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