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* clutter/eglx/clutter-stage-egl.h: * clutter/eglx/clutter-egl-headers.h: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/Makefile.am: Include the GLES and EGL headers via clutter-egl-headers.h so that the right version can be used depending on whether the GLES 2 wrapper is being used. * configure.ac: Added an automake conditional for whether the GLES 2 wrapper should be used. * clutter/eglx/clutter-stage-egl.c (clutter_stage_egl_realize): Remove the call to glGetIntegerv to get the max texture size. It was being called before the GL context was bound so it didn't work anyway and it was causing trouble for the GLES 2 simulator. * clutter/cogl/gles/stringify.sh: Shell script to convert the shaders into a C string. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c: Wrappers for most of the missing GL functions in GLES 2. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: * clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: New shaders for GLES 2 * clutter/cogl/gles/cogl-defines.h.in: Use the @CLUTTER_GL_HEADER@ macro instead of always using the GLES 1 header. * clutter/cogl/gles/cogl-context.h (CoglContext): Include a field for the state of the GLES 2 wrapper. * clutter/cogl/gles/cogl-texture.c: * clutter/cogl/gles/cogl-primitives.c: * clutter/cogl/gles/cogl.c: Use wrapped versions of the GL functions where neccessary. * clutter/cogl/gles/Makefile.am: Add sources for the GLES 2 wrapper and an extra build step to put the GLSL files into a C string whenever the files change.
27 lines
733 B
GLSL
27 lines
733 B
GLSL
/* Per vertex attributes */
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attribute vec4 vertex_attrib;
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attribute vec4 tex_coord_attrib;
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attribute vec4 color_attrib;
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/* Transformation matrices */
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uniform mat4 mvp_matrix; /* combined modelview and projection matrix */
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uniform mat4 texture_matrix;
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/* Outputs to the fragment shader */
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varying vec4 frag_color;
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varying vec2 tex_coord;
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void
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main (void)
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{
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/* Calculate the transformed position */
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gl_Position = mvp_matrix * vertex_attrib;
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/* Calculate the transformed texture coordinate */
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vec4 transformed_tex_coord = texture_matrix * tex_coord_attrib;
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tex_coord = transformed_tex_coord.st / transformed_tex_coord.q;
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/* Pass the interpolated vertex color on to the fragment shader */
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frag_color = color_attrib;
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}
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