2010-07-23 16:46:41 +00:00
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_SHADER_BOILERPLATE_H
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#define __COGL_SHADER_BOILERPLATE_H
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#include "cogl.h"
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#define _COGL_COMMON_SHADER_BOILERPLATE \
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"#define COGL_VERSION 100\n" \
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"\n"
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#ifndef HAVE_COGL_GLES2
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#define _COGL_VERTEX_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#define cogl_position_in gl_Vertex\n" \
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"#define cogl_color_in gl_Color\n" \
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"#define cogl_tex_coord_in gl_MultiTexCoord0\n" \
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"#define cogl_tex_coord0_in gl_MultiTexCoord0\n" \
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"#define cogl_tex_coord1_in gl_MultiTexCoord1\n" \
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"#define cogl_tex_coord2_in gl_MultiTexCoord2\n" \
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"#define cogl_tex_coord3_in gl_MultiTexCoord3\n" \
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"#define cogl_tex_coord4_in gl_MultiTexCoord4\n" \
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"#define cogl_tex_coord5_in gl_MultiTexCoord5\n" \
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"#define cogl_tex_coord6_in gl_MultiTexCoord6\n" \
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"#define cogl_tex_coord7_in gl_MultiTexCoord7\n" \
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"#define cogl_normal_in gl_Normal\n" \
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"\n" \
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"#define cogl_position_out gl_Position\n" \
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"#define cogl_point_size_out gl_PointSize\n" \
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"#define cogl_color_out gl_FrontColor\n" \
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"#define cogl_tex_coord_out gl_TexCoord\n" \
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"\n" \
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"#define cogl_modelview_matrix gl_ModelViewMatrix\n" \
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"#define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix\n" \
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"#define cogl_projection_matrix gl_ProjectionMatrix\n" \
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2010-12-02 22:08:51 +00:00
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"#define cogl_texture_matrix gl_TextureMatrix\n"
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2010-07-23 16:46:41 +00:00
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#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#define cogl_color_in gl_Color\n" \
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"#define cogl_tex_coord_in gl_TexCoord\n" \
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"\n" \
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"#define cogl_color_out gl_FragColor\n" \
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"#define cogl_depth_out gl_FragDepth\n" \
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"\n" \
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"#define cogl_front_facing gl_FrontFacing\n"
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#if 0
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/* GLSL 1.2 has a bottom left origin, though later versions
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* allow use of an origin_upper_left keyword which would be
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* more appropriate for Cogl. */
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"#define coglFragCoord gl_FragCoord\n"
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#endif
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#else /* HAVE_COGL_GLES2 */
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2010-12-02 22:08:51 +00:00
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/* This declares all of the variables that we might need. This is
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working on the assumption that the compiler will optimise them out
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if they are not actually used. The GLSL spec for GLES at least
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implies that this will happen for varyings but it doesn't
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explicitly so for attributes */
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2010-07-23 16:46:41 +00:00
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#define _COGL_VERTEX_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#define cogl_color_out _cogl_color\n" \
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2010-12-02 22:08:51 +00:00
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"varying vec4 _cogl_color;\n" \
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"#define cogl_tex_coord_out _cogl_tex_coord\n" \
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"#define cogl_position_out gl_Position\n" \
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"#define cogl_point_size_out gl_PointSize\n" \
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"\n" \
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"attribute vec4 cogl_color_in;\n" \
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2010-12-07 12:33:39 +00:00
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"attribute vec4 cogl_position_in;\n" \
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2010-12-02 22:08:51 +00:00
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"#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \
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"attribute vec3 cogl_normal_in;\n" \
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"\n" \
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"uniform mat4 cogl_modelview_matrix;\n" \
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"uniform mat4 cogl_modelview_projection_matrix;\n" \
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"uniform mat4 cogl_projection_matrix;\n" \
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"uniform float cogl_point_size_in;\n"
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2010-07-23 16:46:41 +00:00
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#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#if __VERSION__ == 100\n" \
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"precision highp float;\n" \
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"#endif\n" \
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"\n" \
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"varying vec4 _cogl_color;\n" \
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"\n" \
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"#define cogl_color_in _cogl_color\n" \
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"#define cogl_tex_coord_in _cogl_tex_coord\n" \
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"\n" \
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"#define cogl_color_out gl_FragColor\n" \
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"#define cogl_depth_out gl_FragDepth\n" \
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"\n" \
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"#define cogl_front_facing gl_FrontFacing\n"
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#endif /* HAVE_COGL_GLES2 */
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#endif /* __COGL_SHADER_BOILERPLATE_H */
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