mutter/cogl/cogl-glsl-shader-boilerplate.h
Robert Bragg a0441778ad This re-licenses Cogl 1.18 under the MIT license
Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.

This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html

Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905)

For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10  0bbf50f905..HEAD

We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html

Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January

As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.

This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
2014-02-22 02:02:53 +00:00

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3.0 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2010 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#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" \
"\n" \
"#define cogl_point_coord gl_PointCoord\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 */