mutter/clutter/cogl/gles/cogl-fixed-fragment-shader.glsl

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GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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/* Inputs from the vertex shader */
varying vec4 frag_color;
varying vec2 tex_coord;
varying float fog_amount;
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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/* Texturing options */
uniform bool texture_2d_enabled;
uniform sampler2D texture_unit;
uniform bool alpha_only;
/* Fogging options */
uniform bool fog_enabled;
uniform vec4 fog_color;
/* Alpha test options */
uniform bool alpha_test_enabled;
uniform int alpha_test_func;
uniform float alpha_test_ref;
/* Alpha test functions */
const int GL_NEVER = 0x0200;
const int GL_LESS = 0x0201;
const int GL_EQUAL = 0x0202;
const int GL_LEQUAL = 0x0203;
const int GL_GREATER = 0x0204;
const int GL_NOTEQUAL = 0x0205;
const int GL_GEQUAL = 0x0206;
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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void
main (void)
{
if (texture_2d_enabled)
{
if (alpha_only)
{
/* If the texture only has an alpha channel (eg, with the
textures from the pango renderer) then the RGB components
will be black. We want to use the RGB from the current
color in that case */
gl_FragColor = frag_color;
gl_FragColor.a *= texture2D (texture_unit, tex_coord).a;
}
else
gl_FragColor = frag_color * texture2D (texture_unit, tex_coord);
}
else
gl_FragColor = frag_color;
if (fog_enabled)
/* Mix the calculated color with the fog color */
gl_FragColor.rgb = mix (fog_color.rgb, gl_FragColor.rgb, fog_amount);
/* Alpha testing */
if (alpha_test_enabled)
{
if (alpha_test_func == GL_NEVER)
discard;
else if (alpha_test_func == GL_LESS)
{
if (gl_FragColor.a >= alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_EQUAL)
{
if (gl_FragColor.a != alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_LEQUAL)
{
if (gl_FragColor.a > alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_GREATER)
{
if (gl_FragColor.a <= alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_NOTEQUAL)
{
if (gl_FragColor.a == alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_GEQUAL)
{
if (gl_FragColor.a < alpha_test_ref)
discard;
}
}
GLES 2 backend * clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
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}