mutter/cogl/cogl-shader-boilerplate.h

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cogl-shader: Prepend boilerplate for portable shaders We now prepend a set of defines to any given GLSL shader so that we can define builtin uniforms/attributes within the "cogl" namespace that we can use to provide compatibility across a range of the earlier versions of GLSL. This updates test-cogl-shader-glsl.c and test-shader.c so they no longer needs to special case GLES vs GL when splicing together its shaders as well as the blur, colorize and desaturate effects. To get a feel for the new, portable uniform/attribute names here are the defines for OpenGL vertex shaders: #define cogl_position_in gl_Vertex #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_MultiTexCoord0 #define cogl_tex_coord0_in gl_MultiTexCoord0 #define cogl_tex_coord1_in gl_MultiTexCoord1 #define cogl_tex_coord2_in gl_MultiTexCoord2 #define cogl_tex_coord3_in gl_MultiTexCoord3 #define cogl_tex_coord4_in gl_MultiTexCoord4 #define cogl_tex_coord5_in gl_MultiTexCoord5 #define cogl_tex_coord6_in gl_MultiTexCoord6 #define cogl_tex_coord7_in gl_MultiTexCoord7 #define cogl_normal_in gl_Normal #define cogl_position_out gl_Position #define cogl_point_size_out gl_PointSize #define cogl_color_out gl_FrontColor #define cogl_tex_coord_out gl_TexCoord #define cogl_modelview_matrix gl_ModelViewMatrix #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix #define cogl_projection_matrix gl_ProjectionMatrix #define cogl_texture_matrix gl_TextureMatrix And for fragment shaders we have: #define cogl_color_in gl_Color #define cogl_tex_coord_in gl_TexCoord #define cogl_color_out gl_FragColor #define cogl_depth_out gl_FragDepth #define cogl_front_facing gl_FrontFacing
2010-07-23 16:46:41 +00:00
/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see
* <http://www.gnu.org/licenses/>.
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_SHADER_BOILERPLATE_H
#define __COGL_SHADER_BOILERPLATE_H
#include "cogl.h"
#define _COGL_COMMON_SHADER_BOILERPLATE \
"#define COGL_VERSION 100\n" \
"\n"
#ifndef HAVE_COGL_GLES2
#define _COGL_VERTEX_SHADER_BOILERPLATE \
_COGL_COMMON_SHADER_BOILERPLATE \
"#define cogl_position_in gl_Vertex\n" \
"#define cogl_color_in gl_Color\n" \
"#define cogl_tex_coord_in gl_MultiTexCoord0\n" \
"#define cogl_tex_coord0_in gl_MultiTexCoord0\n" \
"#define cogl_tex_coord1_in gl_MultiTexCoord1\n" \
"#define cogl_tex_coord2_in gl_MultiTexCoord2\n" \
"#define cogl_tex_coord3_in gl_MultiTexCoord3\n" \
"#define cogl_tex_coord4_in gl_MultiTexCoord4\n" \
"#define cogl_tex_coord5_in gl_MultiTexCoord5\n" \
"#define cogl_tex_coord6_in gl_MultiTexCoord6\n" \
"#define cogl_tex_coord7_in gl_MultiTexCoord7\n" \
"#define cogl_normal_in gl_Normal\n" \
"\n" \
"#define cogl_position_out gl_Position\n" \
"#define cogl_point_size_out gl_PointSize\n" \
"#define cogl_color_out gl_FrontColor\n" \
"#define cogl_tex_coord_out gl_TexCoord\n" \
"\n" \
"#define cogl_modelview_matrix gl_ModelViewMatrix\n" \
"#define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix\n" \
"#define cogl_projection_matrix gl_ProjectionMatrix\n" \
"#define cogl_texture_matrix gl_TextureMatrix\n" \
#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
_COGL_COMMON_SHADER_BOILERPLATE \
"#define cogl_color_in gl_Color\n" \
"#define cogl_tex_coord_in gl_TexCoord\n" \
"\n" \
"#define cogl_color_out gl_FragColor\n" \
"#define cogl_depth_out gl_FragDepth\n" \
"\n" \
"#define cogl_front_facing gl_FrontFacing\n"
#if 0
/* GLSL 1.2 has a bottom left origin, though later versions
* allow use of an origin_upper_left keyword which would be
* more appropriate for Cogl. */
"#define coglFragCoord gl_FragCoord\n"
#endif
#else /* HAVE_COGL_GLES2 */
#define _COGL_VERTEX_SHADER_BOILERPLATE \
_COGL_COMMON_SHADER_BOILERPLATE \
"#define cogl_color_out _cogl_color\n" \
"#define cogl_point_coord_out _cogl_point_coord\n" \
"#define cogl_tex_coord_out _cogl_tex_coord\n"
#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
_COGL_COMMON_SHADER_BOILERPLATE \
"#if __VERSION__ == 100\n" \
"precision highp float;\n" \
"#endif\n" \
"\n" \
"varying vec4 _cogl_color;\n" \
"\n" \
"#define cogl_color_in _cogl_color\n" \
"#define cogl_tex_coord_in _cogl_tex_coord\n" \
"\n" \
"#define cogl_color_out gl_FragColor\n" \
"#define cogl_depth_out gl_FragDepth\n" \
"\n" \
"#define cogl_front_facing gl_FrontFacing\n"
#endif /* HAVE_COGL_GLES2 */
#endif /* __COGL_SHADER_BOILERPLATE_H */