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rearrange to be less than 80col
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@ -21,16 +21,17 @@ typedef struct
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* sample shaders
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* sample shaders
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*/
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*/
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/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already initialized,
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/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already
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* from a sampler2DRect in a variable tex.
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* initialized, from a sampler2DRect in a variable tex.
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*/
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*/
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#define FRAGMENT_SHADER_BEGIN \
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#define FRAGMENT_SHADER_BEGIN \
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"uniform sampler2DRect tex;" \
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"uniform sampler2DRect tex;" \
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"void main (){" \
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"void main (){" \
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
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" vec4 color = texture2DRect (tex, vec2(gl_TexCoord[0].st));"
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/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly blended
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/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
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* with the gl specified color (makes the opacity of actors work correctly).
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* blended with the gl specified color (makes the opacity of actors work
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* correctly).
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*/
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*/
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#define FRAGMENT_SHADER_END \
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#define FRAGMENT_SHADER_END \
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" gl_FragColor = color;" \
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" gl_FragColor = color;" \
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@ -42,7 +43,8 @@ static ShaderSource shaders[]=
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{"brightness-contrast",
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{"brightness-contrast",
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"uniform float brightness, contrast;"
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"uniform float brightness, contrast;"
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FRAGMENT_SHADER_BEGIN
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FRAGMENT_SHADER_BEGIN
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" color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
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" color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + "
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"vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
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FRAGMENT_SHADER_END
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FRAGMENT_SHADER_END
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},
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},
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@ -153,12 +155,13 @@ button_release_cb (ClutterActor *actor,
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shader = clutter_shader_new ();
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shader = clutter_shader_new ();
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error = NULL;
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error = NULL;
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g_object_set (G_OBJECT (shader), "fragment-source", shaders[shader_no].source, NULL);
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g_object_set (G_OBJECT (shader),
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"fragment-source", shaders[shader_no].source, NULL);
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/* try to bind the shader, provoking an error we catch if there is issues
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/* try to bind the shader, provoking an error we catch if there is issues
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* with the shader sources we've provided. At a later stage it should be possible to
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* with the shader sources we've provided. At a later stage it should be
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* iterate through a set of alternate shader sources (glsl -> asm -> cg?) and the one
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* possible to iterate through a set of alternate shader sources (glsl ->
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* that succesfully compiles is used.
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* asm -> cg?) and the one that succesfully compiles is used.
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*/
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*/
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clutter_shader_bind (shader, &error);
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clutter_shader_bind (shader, &error);
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