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71133b3d0e
uniforms for alpha testing. * clutter/cogl/gles/cogl-gles2-wrapper.c (cogl_gles2_wrapper_init): Get the uniforms for alpha testing settings. (cogl_wrap_glEnable, cogl_wrap_glDisable): Enable/disable alpha testing. (cogl_wrap_glAlphaFunc): Filled in the wrapper. * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: Added alpha testing. * clutter/cogl/gles/cogl-gles2-wrapper.h: * clutter/cogl/gles/cogl-gles2-wrapper.c (cogl_wrap_glGetIntegerv): Added a wrapper for glGetIntegerv so that it can report zero clip planes. * clutter/cogl/gles/cogl.c: * clutter/cogl/gles/cogl-texture.c: Use the wrapped version of glGetIntegerv * clutter/cogl/gles/cogl-primitives.c (_cogl_path_fill_nodes): Use _cogl_features_available to check for the stencil buffer instead of an #ifdef. The stencil buffer is available in the default profile for the GLES 2 simulator.
90 lines
2.1 KiB
GLSL
90 lines
2.1 KiB
GLSL
/* Inputs from the vertex shader */
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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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/* Texturing options */
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uniform bool texture_2d_enabled;
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uniform sampler2D texture_unit;
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uniform bool alpha_only;
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/* Fogging options */
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uniform bool fog_enabled;
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uniform vec4 fog_color;
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/* Alpha test options */
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uniform bool alpha_test_enabled;
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uniform int alpha_test_func;
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uniform float alpha_test_ref;
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/* Alpha test functions */
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const int GL_NEVER = 0x0200;
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const int GL_LESS = 0x0201;
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const int GL_EQUAL = 0x0202;
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const int GL_LEQUAL = 0x0203;
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const int GL_GREATER = 0x0204;
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const int GL_NOTEQUAL = 0x0205;
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const int GL_GEQUAL = 0x0206;
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void
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main (void)
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{
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if (texture_2d_enabled)
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{
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if (alpha_only)
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{
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/* If the texture only has an alpha channel (eg, with the
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textures from the pango renderer) then the RGB components
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will be black. We want to use the RGB from the current
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color in that 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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}
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else
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gl_FragColor = frag_color * texture2D (texture_unit, tex_coord);
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}
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else
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gl_FragColor = frag_color;
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if (fog_enabled)
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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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/* Alpha testing */
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if (alpha_test_enabled)
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{
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if (alpha_test_func == GL_NEVER)
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discard;
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else if (alpha_test_func == GL_LESS)
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{
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if (gl_FragColor.a >= alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_EQUAL)
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{
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if (gl_FragColor.a != alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_LEQUAL)
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{
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if (gl_FragColor.a > alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_GREATER)
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{
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if (gl_FragColor.a <= alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_NOTEQUAL)
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{
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if (gl_FragColor.a == alpha_test_ref)
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discard;
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}
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else if (alpha_test_func == GL_GEQUAL)
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{
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if (gl_FragColor.a < alpha_test_ref)
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discard;
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}
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}
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}
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