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06b58baa10
This adds cogl_material_{get,set}_point_size. If the point size is not 1.0f then glPointSize will be called when the material is flushed. http://bugzilla.openedhand.com/show_bug.cgi?id=2047
72 lines
2.0 KiB
GLSL
72 lines
2.0 KiB
GLSL
/*** _cogl_fixed_vertex_shader_per_vertex_attribs ***/
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/* Per vertex attributes */
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attribute vec4 vertex_attrib;
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attribute vec4 color_attrib;
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/*** _cogl_fixed_vertex_shader_transform_matrices ***/
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/* Transformation matrices */
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uniform mat4 modelview_matrix;
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uniform mat4 mvp_matrix; /* combined modelview and projection matrix */
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/*** _cogl_fixed_vertex_shader_output_variables ***/
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/* Outputs to the fragment shader */
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varying vec4 frag_color;
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varying float fog_amount;
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/*** _cogl_fixed_vertex_shader_fogging_options ***/
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/* Fogging options */
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uniform float fog_density;
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uniform float fog_start;
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uniform float fog_end;
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/* Point options */
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uniform float point_size;
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/*** _cogl_fixed_vertex_shader_main_start ***/
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void
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main (void)
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{
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vec4 transformed_tex_coord;
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/* Calculate the transformed position */
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gl_Position = mvp_matrix * vertex_attrib;
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/* Copy across the point size from the uniform */
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gl_PointSize = point_size;
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/* Calculate the transformed texture coordinate */
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/*** _cogl_fixed_vertex_shader_frag_color_start ***/
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/* Pass the interpolated vertex color on to the fragment shader */
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frag_color = color_attrib;
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/*** _cogl_fixed_vertex_shader_fog_start ***/
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/* Estimate the distance from the eye using just the z-coordinate to
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use as the fog coord */
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vec4 eye_coord = modelview_matrix * vertex_attrib;
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float fog_coord = abs (eye_coord.z / eye_coord.w);
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/* Calculate the fog amount per-vertex and interpolate it for the
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fragment shader */
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/*** _cogl_fixed_vertex_shader_fog_exp ***/
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fog_amount = exp (-fog_density * fog_coord);
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/*** _cogl_fixed_vertex_shader_fog_exp2 ***/
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fog_amount = exp (-fog_density * fog_coord
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* fog_density * fog_coord);
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/*** _cogl_fixed_vertex_shader_fog_linear ***/
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fog_amount = (fog_end - fog_coord) / (fog_end - fog_start);
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/*** _cogl_fixed_vertex_shader_fog_end ***/
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fog_amount = clamp (fog_amount, 0.0, 1.0);
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/*** _cogl_fixed_vertex_shader_end ***/
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}
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