mirror of
https://github.com/hyprwm/wlroots-hyprland.git
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92 lines
2.3 KiB
C
92 lines
2.3 KiB
C
#include "render/gles2.h"
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#include <GLES2/gl2.h>
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat4 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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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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" return outMatrix;"
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"}"
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"void main() {"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 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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"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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"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 mat4 proj;"
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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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"mat4 transpose(in mat4 inMatrix) {"
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" vec4 i0 = inMatrix[0];"
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" vec4 i1 = inMatrix[1];"
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" vec4 i2 = inMatrix[2];"
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" vec4 i3 = inMatrix[3];"
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" mat4 outMatrix = mat4("
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" vec4(i0.x, i1.x, i2.x, i3.x),"
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" vec4(i0.y, i1.y, i2.y, i3.y),"
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" vec4(i0.z, i1.z, i2.z, i3.z),"
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" vec4(i0.w, i1.w, i2.w, i3.w)"
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" );"
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""
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" return outMatrix;"
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"}"
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"void main() {"
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" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
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" v_texcoord = texcoord;"
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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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"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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"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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