Instead of having a C file with strings for each shader, move each shader into its own file. Use a small POSIX shell script to convert the files into C strings (can't wait for C23 #embed...). The benefits from this are: - Improved readability and syntax highlighting. - Line numbers in shader compiler errors are easier to make sense of. - Consistency with the Vulkan renderer. - Shaders will become more complicated as we add color management features.
parent
bc416ed752
commit
a75f9be2e8
@ -1,69 +0,0 @@
|
||||
#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";
|
@ -0,0 +1,11 @@
|
||||
#!/bin/sh -eu
|
||||
|
||||
var=${1:-data}
|
||||
hex="$(od -A n -t x1 -v)"
|
||||
|
||||
echo "static const char $var[] = {"
|
||||
for byte in $hex; do
|
||||
echo " 0x$byte,"
|
||||
done
|
||||
echo " 0x00,"
|
||||
echo "};"
|
@ -0,0 +1,23 @@
|
||||
embed = find_program('./embed.sh', native: true)
|
||||
|
||||
shaders = [
|
||||
'quad.vert',
|
||||
'quad.frag',
|
||||
'tex.vert',
|
||||
'tex_rgba.frag',
|
||||
'tex_rgbx.frag',
|
||||
'tex_external.frag',
|
||||
]
|
||||
|
||||
foreach name : shaders
|
||||
output = name.underscorify() + '_src.h'
|
||||
var = name.underscorify() + '_src'
|
||||
wlr_files += custom_target(
|
||||
output,
|
||||
command: [embed, var],
|
||||
input: name,
|
||||
output: output,
|
||||
feed: true,
|
||||
capture: true,
|
||||
)
|
||||
endforeach
|
@ -0,0 +1,7 @@
|
||||
precision mediump float;
|
||||
varying vec4 v_color;
|
||||
varying vec2 v_texcoord;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = v_color;
|
||||
}
|
@ -0,0 +1,12 @@
|
||||
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;
|
||||
}
|
@ -0,0 +1,9 @@
|
||||
uniform mat3 proj;
|
||||
attribute vec2 pos;
|
||||
attribute vec2 texcoord;
|
||||
varying vec2 v_texcoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
|
||||
v_texcoord = texcoord;
|
||||
}
|
@ -0,0 +1,10 @@
|
||||
#extension GL_OES_EGL_image_external : require
|
||||
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform samplerExternalOES texture0;
|
||||
uniform float alpha;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = texture2D(texture0, v_texcoord) * alpha;
|
||||
}
|
@ -0,0 +1,8 @@
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
uniform float alpha;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = texture2D(tex, v_texcoord) * alpha;
|
||||
}
|
@ -0,0 +1,8 @@
|
||||
precision mediump float;
|
||||
varying vec2 v_texcoord;
|
||||
uniform sampler2D tex;
|
||||
uniform float alpha;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
|
||||
}
|
Loading…
Reference in new issue