mirror of
https://github.com/hyprwm/wlroots-hyprland.git
synced 2024-11-27 07:05:59 +01:00
102 lines
2.6 KiB
C
102 lines
2.6 KiB
C
#include "render/gles2.h"
|
|
#include <GLES2/gl2.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;"
|
|
"mat4 transpose(in mat4 inMatrix) {"
|
|
" vec4 i0 = inMatrix[0];"
|
|
" vec4 i1 = inMatrix[1];"
|
|
" vec4 i2 = inMatrix[2];"
|
|
" vec4 i3 = inMatrix[3];"
|
|
" mat4 outMatrix = mat4("
|
|
" vec4(i0.x, i1.x, i2.x, i3.x),"
|
|
" vec4(i0.y, i1.y, i2.y, i3.y),"
|
|
" vec4(i0.z, i1.z, i2.z, i3.z),"
|
|
" vec4(i0.w, i1.w, i2.w, i3.w)"
|
|
" );"
|
|
" return outMatrix;"
|
|
"}"
|
|
"void main() {"
|
|
" gl_Position = transpose(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
|
|
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;"
|
|
"mat4 transpose(in mat4 inMatrix) {"
|
|
" vec4 i0 = inMatrix[0];"
|
|
" vec4 i1 = inMatrix[1];"
|
|
" vec4 i2 = inMatrix[2];"
|
|
" vec4 i3 = inMatrix[3];"
|
|
" mat4 outMatrix = mat4("
|
|
" vec4(i0.x, i1.x, i2.x, i3.x),"
|
|
" vec4(i0.y, i1.y, i2.y, i3.y),"
|
|
" vec4(i0.z, i1.z, i2.z, i3.z),"
|
|
" vec4(i0.w, i1.w, i2.w, i3.w)"
|
|
" );"
|
|
""
|
|
" return outMatrix;"
|
|
"}"
|
|
"void main() {"
|
|
" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
|
|
" 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;"
|
|
"void main() {"
|
|
" vec4 col = texture2D(texture0, v_texcoord);"
|
|
" gl_FragColor = vec4(col.rgb, col.a);"
|
|
"}";
|