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5f30835eae
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
412 lines
12 KiB
C
412 lines
12 KiB
C
/*#define TEST_GROUP */
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#include <clutter/clutter.h>
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#include <errno.h>
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#include <stdlib.h>
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#include <glib.h>
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#include <gmodule.h>
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/* Dynamic branching appeared in "Shader Model 3.0" that low-end IGPs
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* don't support.
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*/
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#define GPU_SUPPORTS_DYNAMIC_BRANCHING 0
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typedef struct
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{
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gchar *name;
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gchar *source;
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} ShaderSource;
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/* a couple of boilerplate defines that are common amongst all the
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* sample shaders
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*/
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/* FRAGMENT_SHADER_BEGIN: generate boilerplate with a local vec4 color already
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* initialized, from a sampler2D in a variable tex.
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*/
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#define FRAGMENT_SHADER_VARS \
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"uniform sampler2D tex;" \
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"uniform float x_step, y_step;" \
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#define FRAGMENT_SHADER_BEGIN \
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"void main (){" \
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" vec4 color = texture2D (tex, vec2(cogl_tex_coord_in[0]));"
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/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
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* blended with the gl specified color (makes the opacity of actors work
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* correctly).
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*/
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#define FRAGMENT_SHADER_END \
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" gl_FragColor = color;" \
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" gl_FragColor = gl_FragColor * cogl_color_in;" \
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"}"
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static ShaderSource shaders[]=
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{
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{"brightness-contrast",
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FRAGMENT_SHADER_VARS
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"uniform float brightness, contrast;"
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FRAGMENT_SHADER_BEGIN
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" color.rgb /= color.a;"
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" color.rgb = (color.rgb - vec3(0.5, 0.5, 0.5)) * contrast + "
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"vec3 (brightness + 0.5, brightness + 0.5, brightness + 0.5);"
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" color.rgb *= color.a;"
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FRAGMENT_SHADER_END
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},
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{"box-blur",
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FRAGMENT_SHADER_VARS
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#if GPU_SUPPORTS_DYNAMIC_BRANCHING
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"uniform float radius;"
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FRAGMENT_SHADER_BEGIN
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"float u, v;"
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"int count = 1;"
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"for (u=-radius;u<radius;u++)"
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" for (v=-radius;v<radius;v++)"
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" {"
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" color += texture2D(tex, "
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" vec2(cogl_tex_coord_in[0].s + u * 2.0 * x_step, "
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" cogl_tex_coord_in[0].t + v * 2.0 * y_step));"
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" count ++;"
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" }"
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"color = color / float(count);"
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FRAGMENT_SHADER_END
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#else
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"vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
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"{"
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" return texture2D (tex, cogl_tex_coord_in[0].st "
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" + vec2(dx, dy) * 2.0);"
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"}"
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FRAGMENT_SHADER_BEGIN
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" float count = 1.0;"
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" color += get_rgba_rel (tex, -x_step, -y_step); count++;"
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" color += get_rgba_rel (tex, -x_step, 0.0); count++;"
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" color += get_rgba_rel (tex, -x_step, y_step); count++;"
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" color += get_rgba_rel (tex, 0.0, -y_step); count++;"
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" color += get_rgba_rel (tex, 0.0, 0.0); count++;"
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" color += get_rgba_rel (tex, 0.0, y_step); count++;"
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" color += get_rgba_rel (tex, x_step, -y_step); count++;"
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" color += get_rgba_rel (tex, x_step, 0.0); count++;"
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" color += get_rgba_rel (tex, x_step, y_step); count++;"
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" color = color / count;"
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FRAGMENT_SHADER_END
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#endif
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},
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{"invert",
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FRAGMENT_SHADER_VARS
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FRAGMENT_SHADER_BEGIN
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" color.rgb /= color.a;"
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" color.rgb = vec3(1.0, 1.0, 1.0) - color.rgb;\n"
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" color.rgb *= color.a;"
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FRAGMENT_SHADER_END
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},
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{"brightness-contrast",
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FRAGMENT_SHADER_VARS
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"uniform float brightness;"
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"uniform float contrast;"
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FRAGMENT_SHADER_BEGIN
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" color.rgb /= color.a;"
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" color.r = (color.r - 0.5) * contrast + brightness + 0.5;"
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" color.g = (color.g - 0.5) * contrast + brightness + 0.5;"
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" color.b = (color.b - 0.5) * contrast + brightness + 0.5;"
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" color.rgb *= color.a;"
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FRAGMENT_SHADER_END
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},
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{"gray",
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FRAGMENT_SHADER_VARS
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FRAGMENT_SHADER_BEGIN
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" float avg = (color.r + color.g + color.b) / 3.0;"
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" color.r = avg;"
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" color.g = avg;"
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" color.b = avg;"
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FRAGMENT_SHADER_END
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},
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{"combined-mirror",
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FRAGMENT_SHADER_VARS
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FRAGMENT_SHADER_BEGIN
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" vec4 colorB = texture2D (tex, vec2(cogl_tex_coord_in[0].ts));"
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" float avg = (color.r + color.g + color.b) / 3.0;"
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" color.r = avg;"
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" color.g = avg;"
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" color.b = avg;"
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" color = (color + colorB)/2.0;"
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FRAGMENT_SHADER_END
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},
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{"edge-detect",
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FRAGMENT_SHADER_VARS
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"float get_avg_rel(sampler2D texB, float dx, float dy)"
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"{"
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" vec4 colorB = texture2D (texB, cogl_tex_coord_in.st + vec2(dx, dy));"
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" return (colorB.r + colorB.g + colorB.b) / 3.0;"
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"}"
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FRAGMENT_SHADER_BEGIN
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" mat3 sobel_h = mat3( 1.0, 2.0, 1.0,"
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" 0.0, 0.0, 0.0,"
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" -1.0, -2.0, -1.0);"
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" mat3 sobel_v = mat3( 1.0, 0.0, -1.0,"
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" 2.0, 0.0, -2.0,"
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" 1.0, 0.0, -1.0);"
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" mat3 map = mat3( get_avg_rel(tex, -x_step, -y_step),"
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" get_avg_rel(tex, -x_step, 0.0),"
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" get_avg_rel(tex, -x_step, y_step),"
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" get_avg_rel(tex, 0.0, -y_step),"
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" get_avg_rel(tex, 0.0, 0.0),"
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" get_avg_rel(tex, 0.0, y_step),"
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" get_avg_rel(tex, x_step, -y_step),"
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" get_avg_rel(tex, x_step, 0.0),"
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" get_avg_rel(tex, x_step, y_step) );"
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" mat3 gh = sobel_h * map;"
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" mat3 gv = map * sobel_v;"
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" float avgh = (gh[0][0] + gh[0][1] + gh[0][2] +"
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" gh[1][0] + gh[1][1] + gh[1][2] +"
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" gh[2][0] + gh[2][1] + gh[2][2]) / 18.0 + 0.5;"
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" float avgv = (gv[0][0] + gv[0][1] + gv[0][2] +"
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" gv[1][0] + gv[1][1] + gv[1][2] +"
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" gv[2][0] + gv[2][1] + gv[2][2]) / 18.0 + 0.5;"
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" float avg = (avgh + avgv) / 2.0;"
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" color.r = avg * color.r;"
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" color.g = avg * color.g;"
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" color.b = avg * color.b;"
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FRAGMENT_SHADER_END
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},
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/* Terminating NULL sentinel */
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{NULL, NULL}
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};
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static gint shader_no = 0;
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static int
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next_p2 (gint a)
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{
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int rval = 1;
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while (rval < a)
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rval <<= 1;
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return rval;
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}
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static void
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set_shader_num (ClutterActor *actor, gint new_no)
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{
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int tex_width;
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int tex_height;
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if (new_no >= 0 && shaders[new_no].name)
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{
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ClutterShader *shader;
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GError *error;
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shader_no = new_no;
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g_print ("setting shaders[%i] named '%s'\n",
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shader_no,
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shaders[shader_no].name);
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shader = clutter_shader_new ();
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error = NULL;
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g_object_set (G_OBJECT (shader),
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"fragment-source", shaders[shader_no].source,
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NULL);
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/* try to bind the shader, provoking an error we catch if there is issues
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* with the shader sources we've provided. At a later stage it should be
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* possible to iterate through a set of alternate shader sources (glsl ->
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* asm -> cg?) and the one that succesfully compiles is used.
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*/
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clutter_shader_compile (shader, &error);
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if (error)
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{
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g_print ("unable to set shaders[%i] named '%s': %s",
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shader_no, shaders[shader_no].name,
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error->message);
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g_error_free (error);
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clutter_actor_set_shader (actor, NULL);
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}
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else
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{
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clutter_actor_set_shader (actor, NULL);
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clutter_actor_set_shader (actor, shader);
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clutter_actor_set_shader_param_int (actor, "tex", 0);
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clutter_actor_set_shader_param_float (actor, "radius", 3.0);
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clutter_actor_set_shader_param_float (actor, "brightness", 0.4);
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clutter_actor_set_shader_param_float (actor, "contrast", -1.9);
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if (CLUTTER_IS_TEXTURE (actor))
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{
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/* XXX - this assumes *a lot* about how things are done
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* internally on *some* hardware and driver
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*/
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tex_width = clutter_actor_get_width (actor);
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tex_width = next_p2 (tex_width);
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tex_height = clutter_actor_get_height (actor);
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tex_height = next_p2 (tex_height);
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clutter_actor_set_shader_param_float (actor, "x_step",
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1.0f / tex_width);
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clutter_actor_set_shader_param_float (actor, "y_step",
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1.0f / tex_height);
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}
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}
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g_object_unref (shader);
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}
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}
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static gboolean
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button_release_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer data)
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{
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gint new_no;
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if (event->button.button == 1)
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{
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new_no = shader_no - 1;
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}
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else
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{
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new_no = shader_no + 1;
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}
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set_shader_num (actor, new_no);
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return FALSE;
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}
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#ifdef COGL_HAS_GLES2
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static gboolean
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timeout_cb (gpointer data)
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{
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int new_no = shader_no + 1;
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if (shaders[new_no].name == NULL)
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new_no = 0;
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set_shader_num (CLUTTER_ACTOR (data), new_no);
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return TRUE;
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}
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#endif /* COGL_HAS_GLES2 */
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G_MODULE_EXPORT gint
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test_shader_main (gint argc, gchar *argv[])
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{
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ClutterActor *actor;
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ClutterActor *stage;
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ClutterColor stage_color = { 0x61, 0x64, 0x8c, 0xff };
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ClutterShader *shader;
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GError *error;
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gchar *file;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, 512, 384);
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g_print ("applying shaders[%i] named '%s'\n",
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shader_no,
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shaders[shader_no].name);
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shader = clutter_shader_new ();
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error = NULL;
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clutter_shader_set_fragment_source (shader, shaders[shader_no].source, -1);
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clutter_shader_compile (shader, &error);
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if (error)
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{
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g_print ("unable to load shaders[%d] named '%s': %s\n",
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shader_no,
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shaders[shader_no].name,
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error->message);
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g_error_free (error);
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return EXIT_FAILURE;
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}
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clutter_stage_set_title (CLUTTER_STAGE (stage), "Shader Test");
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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file = g_build_filename (TESTS_DATADIR, "redhand.png", NULL);
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#ifndef TEST_GROUP
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actor = clutter_texture_new_from_file (file, &error);
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if (!actor)
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g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
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#else
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actor = clutter_group_new ();
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{
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ClutterActor *child1, *child2, *child3, *child4;
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ClutterColor color = { 0xff, 0x22, 0x66, 0x99 };
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child1 = clutter_texture_new_from_file (file, &error);
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if (!child1)
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g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
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child2 = clutter_texture_new_from_file (file, &error);
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if (!child2)
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g_error("pixbuf load failed: %s", error ? error->message : "Unknown");
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child3 = clutter_rectangle_new ();
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child4 = clutter_text_new_with_text ("Sans 20px", "Shady stuff");
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clutter_rectangle_set_color (CLUTTER_RECTANGLE (child3), &color);
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clutter_actor_set_size (child3, 50, 50);
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clutter_actor_set_position (child1, 0, 0);
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clutter_actor_set_position (child2, 50, 100);
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clutter_actor_set_position (child3, 30, -30);
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clutter_actor_set_position (child4, -50, 20);
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clutter_container_add (CLUTTER_CONTAINER (actor),
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child1,
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child2,
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child3,
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child4,
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NULL);
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clutter_actor_show_all (actor);
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}
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#endif /* !TEST_GROUP */
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g_free (file);
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clutter_actor_set_shader (actor, shader);
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clutter_actor_set_position (actor, 100, 100);
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g_object_unref (shader);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
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clutter_actor_set_shader_param_int (actor, "tex", 0);
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clutter_actor_set_shader_param_float (actor, "brightness", 0.4);
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clutter_actor_set_shader_param_float (actor, "contrast", -1.9);
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clutter_actor_set_reactive (actor, TRUE);
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g_signal_connect (actor, "button-release-event",
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G_CALLBACK (button_release_cb), NULL);
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#ifdef COGL_HAS_GLES2
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/* On an embedded platform it is difficult to right click so we will
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cycle through the shaders automatically */
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g_timeout_add_seconds (3, timeout_cb, actor);
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#endif
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/* Show everying ( and map window ) */
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clutter_actor_show_all (stage);
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clutter_main ();
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return EXIT_SUCCESS;
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}
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