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https://github.com/brl/mutter.git
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1bfeddaaee
(clutter_stage_egl_realize): Use ES 2 renderable type when building for GLES 2. * clutter/eglnative/clutter-event-egl.c (get_backend_time): Added a NULL for the microseconds parameter of g_timer_elapsed. * clutter/eglnative/clutter-stage-egl.h: * clutter/eglnative/clutter-egl.h: * clutter/eglnative/clutter-backend-egl.h: Include clutter-egl-headers.h instead of including the GL headers directly so it can include gl2.h when building for GLES 2. * clutter/eglnative/clutter-egl-headers.h: * clutter/eglnative/Makefile.am (libclutter_eglnative_la_SOURCES): Added clutter-egl-headers.h * clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: GLES 2 doesn't provide a default precision for floats in the fragment shader and it will reject the shader if there isn't one.
94 lines
2.2 KiB
GLSL
94 lines
2.2 KiB
GLSL
/* There is no default precision for floats in fragment shaders in
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GLES 2 so we need to define one */
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precision mediump float;
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/* 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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