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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.
30 lines
720 B
GLSL
30 lines
720 B
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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/* 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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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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}
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