/* * 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 #define _COGL_COMMON_SHADER_BOILERPLATE \ "#define COGL_VERSION 100\n" \ "\n" \ "uniform mat4 cogl_modelview_matrix;\n" \ "uniform mat4 cogl_modelview_projection_matrix;\n" \ "uniform mat4 cogl_projection_matrix;\n" /* This declares all of the variables that we might need. This is * working on the assumption that the compiler will optimise them out * if they are not actually used. The GLSL spec at least implies that * this will happen for varyings but it doesn't explicitly so for * attributes */ #define _COGL_VERTEX_SHADER_BOILERPLATE \ _COGL_COMMON_SHADER_BOILERPLATE \ "#define cogl_color_out _cogl_color\n" \ "varying vec4 _cogl_color;\n" \ "#define cogl_tex_coord_out _cogl_tex_coord\n" \ "#define cogl_position_out gl_Position\n" \ "#define cogl_point_size_out gl_PointSize\n" \ "\n" \ "attribute vec4 cogl_color_in;\n" \ "attribute vec4 cogl_position_in;\n" \ "#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \ "attribute vec3 cogl_normal_in;\n" #define _COGL_FRAGMENT_SHADER_BOILERPLATE \ "#ifdef GL_ES\n" \ "precision highp float;\n" \ "#endif\n" \ _COGL_COMMON_SHADER_BOILERPLATE \ "\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" #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 #endif /* __COGL_SHADER_BOILERPLATE_H */