2008-06-24 16:21:40 +00:00
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/*** cogl_fixed_fragment_shader_start ***/
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2008-06-06 14:21:22 +00:00
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/* There is no default precision for floats in fragment shaders in
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GLES 2 so we need to define one */
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precision mediump float;
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2008-05-27 17:42:50 +00:00
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/* Inputs from the vertex shader */
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2008-05-28 17:14:17 +00:00
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varying vec4 frag_color;
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varying vec2 tex_coord;
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varying float fog_amount;
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2008-05-27 17:42:50 +00:00
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/* Texturing options */
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uniform sampler2D texture_unit;
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2008-05-28 17:14:17 +00:00
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/* Fogging options */
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uniform vec4 fog_color;
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2008-05-29 13:29:04 +00:00
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/* Alpha test options */
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uniform float alpha_test_ref;
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2008-05-27 17:42:50 +00:00
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void
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main (void)
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{
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2008-06-24 16:21:40 +00:00
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/*** cogl_fixed_fragment_shader_texture_alpha_only ***/
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/* If the texture only has an alpha channel (eg, with the textures
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from the pango renderer) then the RGB components will be
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black. We want to use the RGB from the current color in that
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case */
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gl_FragColor = frag_color;
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gl_FragColor.a *= texture2D (texture_unit, tex_coord).a;
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/*** cogl_fixed_fragment_shader_texture ***/
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/* This pointless extra variable is needed to work around an
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apparent bug in the PowerVR drivers. Without it the alpha
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blending seems to stop working */
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vec4 frag_color_copy = frag_color;
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gl_FragColor = frag_color_copy * texture2D (texture_unit, tex_coord);
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2008-05-28 17:14:17 +00:00
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2008-06-24 16:21:40 +00:00
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/*** cogl_fixed_fragment_shader_solid_color ***/
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gl_FragColor = frag_color;
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/*** cogl_fixed_fragment_shader_fog ***/
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/* Mix the calculated color with the fog color */
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gl_FragColor.rgb = mix (fog_color.rgb, gl_FragColor.rgb, fog_amount);
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2008-05-29 13:29:04 +00:00
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/* Alpha testing */
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2008-06-24 16:21:40 +00:00
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/*** cogl_fixed_fragment_shader_alpha_never ***/
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discard;
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/*** cogl_fixed_fragment_shader_alpha_less ***/
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if (gl_FragColor.a >= alpha_test_ref)
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discard;
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/*** cogl_fixed_fragment_shader_alpha_equal ***/
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if (gl_FragColor.a != alpha_test_ref)
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discard;
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/*** cogl_fixed_fragment_shader_alpha_lequal ***/
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if (gl_FragColor.a > alpha_test_ref)
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discard;
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/*** cogl_fixed_fragment_shader_alpha_greater ***/
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if (gl_FragColor.a <= alpha_test_ref)
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discard;
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/*** cogl_fixed_fragment_shader_alpha_notequal ***/
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if (gl_FragColor.a == alpha_test_ref)
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discard;
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/*** cogl_fixed_fragment_shader_alpha_gequal ***/
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if (gl_FragColor.a < alpha_test_ref)
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discard;
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/*** cogl_fixed_fragment_shader_end ***/
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2008-05-27 17:42:50 +00:00
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}
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