mutter/cogl/driver/gles/cogl-fixed-fragment-shader.glsl
Robert Bragg 353ea5299b cogl-shader: Prepend boilerplate for portable shaders
We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.

This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.

To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:

 #define cogl_position_in gl_Vertex
 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in  gl_MultiTexCoord0
 #define cogl_tex_coord0_in gl_MultiTexCoord0
 #define cogl_tex_coord1_in gl_MultiTexCoord1
 #define cogl_tex_coord2_in gl_MultiTexCoord2
 #define cogl_tex_coord3_in gl_MultiTexCoord3
 #define cogl_tex_coord4_in gl_MultiTexCoord4
 #define cogl_tex_coord5_in gl_MultiTexCoord5
 #define cogl_tex_coord6_in gl_MultiTexCoord6
 #define cogl_tex_coord7_in gl_MultiTexCoord7
 #define cogl_normal_in gl_Normal

 #define cogl_position_out gl_Position
 #define cogl_point_size_out gl_PointSize
 #define cogl_color_out gl_FrontColor
 #define cogl_tex_coord_out gl_TexCoord

 #define cogl_modelview_matrix gl_ModelViewMatrix
 #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
 #define cogl_projection_matrix gl_ProjectionMatrix
 #define cogl_texture_matrix gl_TextureMatrix

And for fragment shaders we have:

 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in gl_TexCoord

 #define cogl_color_out gl_FragColor
 #define cogl_depth_out gl_FragDepth

 #define cogl_front_facing gl_FrontFacing
2010-11-10 14:24:52 +00:00

65 lines
1.7 KiB
GLSL

/*** _cogl_fixed_fragment_shader_variables_start ***/
/* There is no default precision for floats in fragment shaders in
GLES 2 so we need to define one */
precision highp float;
/*** _cogl_fixed_fragment_shader_inputs ***/
/* Inputs from the vertex shader */
varying vec4 _cogl_color;
varying float _cogl_fog_amount;
/*** _cogl_fixed_fragment_shader_texturing_options ***/
/* Texturing options */
/*** _cogl_fixed_fragment_shader_fogging_options ***/
/* Fogging options */
uniform vec4 _cogl_fog_color;
/* Alpha test options */
uniform float _cogl_alpha_test_ref;
/*** _cogl_fixed_fragment_shader_main_declare ***/
void
main (void)
{
/*** _cogl_fixed_fragment_shader_main_start ***/
/*** _cogl_fixed_fragment_shader_fog ***/
/* Mix the calculated color with the fog color */
gl_FragColor.rgb = mix (_cogl_fog_color.rgb, gl_FragColor.rgb,
_cogl_fog_amount);
/* Alpha testing */
/*** _cogl_fixed_fragment_shader_alpha_never ***/
discard;
/*** _cogl_fixed_fragment_shader_alpha_less ***/
if (gl_FragColor.a >= _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_equal ***/
if (gl_FragColor.a != _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_lequal ***/
if (gl_FragColor.a > _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_greater ***/
if (gl_FragColor.a <= _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_notequal ***/
if (gl_FragColor.a == _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_gequal ***/
if (gl_FragColor.a < _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_end ***/
}