mirror of
https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-12-23 18:39:48 +01:00
a04cfca4da
They are never used in practice, which makes all of our flag handling effectively dead code. Also, APIs such as KMS don't provide a good way to deal with the flags. Let's just fail the DMA-BUF import when clients provide flags.
69 lines
1.6 KiB
C
69 lines
1.6 KiB
C
#include <GLES2/gl2.h>
|
|
#include "render/gles2.h"
|
|
|
|
// Colored quads
|
|
const GLchar quad_vertex_src[] =
|
|
"uniform mat3 proj;\n"
|
|
"uniform vec4 color;\n"
|
|
"attribute vec2 pos;\n"
|
|
"attribute vec2 texcoord;\n"
|
|
"varying vec4 v_color;\n"
|
|
"varying vec2 v_texcoord;\n"
|
|
"\n"
|
|
"void main() {\n"
|
|
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
|
|
" v_color = color;\n"
|
|
" v_texcoord = texcoord;\n"
|
|
"}\n";
|
|
|
|
const GLchar quad_fragment_src[] =
|
|
"precision mediump float;\n"
|
|
"varying vec4 v_color;\n"
|
|
"varying vec2 v_texcoord;\n"
|
|
"\n"
|
|
"void main() {\n"
|
|
" gl_FragColor = v_color;\n"
|
|
"}\n";
|
|
|
|
// Textured quads
|
|
const GLchar tex_vertex_src[] =
|
|
"uniform mat3 proj;\n"
|
|
"attribute vec2 pos;\n"
|
|
"attribute vec2 texcoord;\n"
|
|
"varying vec2 v_texcoord;\n"
|
|
"\n"
|
|
"void main() {\n"
|
|
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n"
|
|
" v_texcoord = texcoord;\n"
|
|
"}\n";
|
|
|
|
const GLchar tex_fragment_src_rgba[] =
|
|
"precision mediump float;\n"
|
|
"varying vec2 v_texcoord;\n"
|
|
"uniform sampler2D tex;\n"
|
|
"uniform float alpha;\n"
|
|
"\n"
|
|
"void main() {\n"
|
|
" gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n"
|
|
"}\n";
|
|
|
|
const GLchar tex_fragment_src_rgbx[] =
|
|
"precision mediump float;\n"
|
|
"varying vec2 v_texcoord;\n"
|
|
"uniform sampler2D tex;\n"
|
|
"uniform float alpha;\n"
|
|
"\n"
|
|
"void main() {\n"
|
|
" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n"
|
|
"}\n";
|
|
|
|
const GLchar tex_fragment_src_external[] =
|
|
"#extension GL_OES_EGL_image_external : require\n\n"
|
|
"precision mediump float;\n"
|
|
"varying vec2 v_texcoord;\n"
|
|
"uniform samplerExternalOES texture0;\n"
|
|
"uniform float alpha;\n"
|
|
"\n"
|
|
"void main() {\n"
|
|
" gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n"
|
|
"}\n";
|