mirror of
https://github.com/brl/mutter.git
synced 2024-11-22 08:00:42 -05:00
4bc7377727
This adds a #define for gl_PointCoord to all shaders so that it can be accessed with a name in the Cogl namespace. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit c28fc054788e88627bcc2346f4c4c368870ff777)
81 lines
2.6 KiB
C
81 lines
2.6 KiB
C
/*
|
|
* Cogl
|
|
*
|
|
* An object oriented GL/GLES Abstraction/Utility Layer
|
|
*
|
|
* Copyright (C) 2010 Intel Corporation.
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Lesser General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Lesser General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
* License along with this library. If not, see
|
|
* <http://www.gnu.org/licenses/>.
|
|
*
|
|
*
|
|
* Authors:
|
|
* Robert Bragg <robert@linux.intel.com>
|
|
*/
|
|
|
|
#ifndef __COGL_SHADER_BOILERPLATE_H
|
|
#define __COGL_SHADER_BOILERPLATE_H
|
|
|
|
#define _COGL_COMMON_SHADER_BOILERPLATE \
|
|
"#define COGL_VERSION 100\n" \
|
|
"\n" \
|
|
"uniform mat4 cogl_modelview_matrix;\n" \
|
|
"uniform mat4 cogl_modelview_projection_matrix;\n" \
|
|
"uniform mat4 cogl_projection_matrix;\n"
|
|
|
|
/* This declares all of the variables that we might need. This is
|
|
* working on the assumption that the compiler will optimise them out
|
|
* if they are not actually used. The GLSL spec at least implies that
|
|
* this will happen for varyings but it doesn't explicitly so for
|
|
* attributes */
|
|
#define _COGL_VERTEX_SHADER_BOILERPLATE \
|
|
_COGL_COMMON_SHADER_BOILERPLATE \
|
|
"#define cogl_color_out _cogl_color\n" \
|
|
"varying vec4 _cogl_color;\n" \
|
|
"#define cogl_tex_coord_out _cogl_tex_coord\n" \
|
|
"#define cogl_position_out gl_Position\n" \
|
|
"#define cogl_point_size_out gl_PointSize\n" \
|
|
"\n" \
|
|
"attribute vec4 cogl_color_in;\n" \
|
|
"attribute vec4 cogl_position_in;\n" \
|
|
"#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \
|
|
"attribute vec3 cogl_normal_in;\n"
|
|
|
|
#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
|
|
"#ifdef GL_ES\n" \
|
|
"precision highp float;\n" \
|
|
"#endif\n" \
|
|
_COGL_COMMON_SHADER_BOILERPLATE \
|
|
"\n" \
|
|
"varying vec4 _cogl_color;\n" \
|
|
"\n" \
|
|
"#define cogl_color_in _cogl_color\n" \
|
|
"#define cogl_tex_coord_in _cogl_tex_coord\n" \
|
|
"\n" \
|
|
"#define cogl_color_out gl_FragColor\n" \
|
|
"#define cogl_depth_out gl_FragDepth\n" \
|
|
"\n" \
|
|
"#define cogl_front_facing gl_FrontFacing\n" \
|
|
"\n" \
|
|
"#define cogl_point_coord gl_PointCoord\n"
|
|
#if 0
|
|
/* GLSL 1.2 has a bottom left origin, though later versions
|
|
* allow use of an origin_upper_left keyword which would be
|
|
* more appropriate for Cogl. */
|
|
"#define coglFragCoord gl_FragCoord\n"
|
|
#endif
|
|
|
|
#endif /* __COGL_SHADER_BOILERPLATE_H */
|
|
|