/* * 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 * . * * * Authors: * Robert Bragg */ #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 */