mirror of
https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-11-26 14:45:58 +01:00
2d01663b25
By using the same vertex shader and adding alpha to the fragment shader for external textures we can: - use alpha blending - have wlr_gles2_render_texture_with_matrix work with the GL_TEXTURE_EXTERNAL_OES. So far this failed since we passed in alpha which was unknown by fragment_src_external
88 lines
1.9 KiB
C
88 lines
1.9 KiB
C
#include <GLES2/gl2.h>
|
|
#include "render/gles2.h"
|
|
|
|
// Colored quads
|
|
const GLchar quad_vertex_src[] =
|
|
"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;"
|
|
"}";
|
|
|
|
const GLchar quad_fragment_src[] =
|
|
"precision mediump float;"
|
|
"varying vec4 v_color;"
|
|
"varying vec2 v_texcoord;"
|
|
""
|
|
"void main() {"
|
|
" gl_FragColor = v_color;"
|
|
"}";
|
|
|
|
// Colored ellipses
|
|
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 mat3 proj;"
|
|
"uniform bool invert_y;"
|
|
"attribute vec2 pos;"
|
|
"attribute vec2 texcoord;"
|
|
"varying vec2 v_texcoord;"
|
|
""
|
|
"void main() {"
|
|
" gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);"
|
|
" if (invert_y) {"
|
|
" v_texcoord = vec2(texcoord.s, 1.0 - texcoord.t);"
|
|
" } else {"
|
|
" v_texcoord = texcoord;"
|
|
" }"
|
|
"}";
|
|
|
|
const GLchar fragment_src_rgba[] =
|
|
"precision mediump float;"
|
|
"varying vec2 v_texcoord;"
|
|
"uniform sampler2D tex;"
|
|
"uniform float alpha;"
|
|
""
|
|
"void main() {"
|
|
" gl_FragColor = alpha * texture2D(tex, v_texcoord);"
|
|
"}";
|
|
|
|
const GLchar fragment_src_rgbx[] =
|
|
"precision mediump float;"
|
|
"varying vec2 v_texcoord;"
|
|
"uniform sampler2D tex;"
|
|
"uniform float alpha;"
|
|
""
|
|
"void main() {"
|
|
" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
|
|
" gl_FragColor.a = alpha;"
|
|
"}";
|
|
|
|
const GLchar fragment_src_external[] =
|
|
"#extension GL_OES_EGL_image_external : require\n"
|
|
"precision mediump float;"
|
|
"varying vec2 v_texcoord;"
|
|
"uniform samplerExternalOES texture0;"
|
|
"uniform float alpha;"
|
|
""
|
|
"void main() {"
|
|
" vec4 col = texture2D(texture0, v_texcoord);"
|
|
" gl_FragColor = vec4(col.rgb, col.a * alpha);"
|
|
"}";
|