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mutter-performance-source/clutter/cogl/gles/cogl-fixed-fragment-shader.glsl
Neil Roberts d4da3a3e2a * clutter/cogl/gles/cogl-gles2-wrapper.h:
* clutter/cogl/gles/cogl-gles2-wrapper.c: All of the settings and
	uniforms are now proxied into COGL variables instead of setting
	the GL uniforms directly. Just before glDrawArrays is executed a
	shader is generated using the given settings to avoid using 'if'
	statements. The shaders are cached.

	* clutter/cogl/gles/cogl-fixed-vertex-shader.glsl: 
	* clutter/cogl/gles/cogl-fixed-fragment-shader.glsl: The shaders
	are now split into parts using comments instead of 'if' statements
	so that the simplest shader can be generated on the fly.

	* clutter/cogl/gles/stringify.sh: Now splits up the shader sources
	into separate C strings where deliminated by special comments.

	* clutter/cogl/gles/cogl-program.h: 
	* clutter/cogl/gles/cogl-program.c: A custom shader can no longer
	be directly linked with the fixed-functionality replacement
	because the replacement changes depending on the settings. Instead
	the bound shader is linked with the appropriate replacement shader
	just before glDrawArrays is executed. The custom uniform variables
	must also be proxied through COGL variables because their location
	can change when relinked.
2008-06-24 16:21:40 +00:00

73 lines
2.1 KiB
GLSL

/*** cogl_fixed_fragment_shader_start ***/
/* There is no default precision for floats in fragment shaders in
GLES 2 so we need to define one */
precision mediump float;
/* Inputs from the vertex shader */
varying vec4 frag_color;
varying vec2 tex_coord;
varying float fog_amount;
/* Texturing options */
uniform sampler2D texture_unit;
/* Fogging options */
uniform vec4 fog_color;
/* Alpha test options */
uniform float alpha_test_ref;
void
main (void)
{
/*** cogl_fixed_fragment_shader_texture_alpha_only ***/
/* If the texture only has an alpha channel (eg, with the textures
from the pango renderer) then the RGB components will be
black. We want to use the RGB from the current color in that
case */
gl_FragColor = frag_color;
gl_FragColor.a *= texture2D (texture_unit, tex_coord).a;
/*** cogl_fixed_fragment_shader_texture ***/
/* This pointless extra variable is needed to work around an
apparent bug in the PowerVR drivers. Without it the alpha
blending seems to stop working */
vec4 frag_color_copy = frag_color;
gl_FragColor = frag_color_copy * texture2D (texture_unit, tex_coord);
/*** cogl_fixed_fragment_shader_solid_color ***/
gl_FragColor = frag_color;
/*** cogl_fixed_fragment_shader_fog ***/
/* Mix the calculated color with the fog color */
gl_FragColor.rgb = mix (fog_color.rgb, gl_FragColor.rgb, fog_amount);
/* Alpha testing */
/*** cogl_fixed_fragment_shader_alpha_never ***/
discard;
/*** cogl_fixed_fragment_shader_alpha_less ***/
if (gl_FragColor.a >= alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_equal ***/
if (gl_FragColor.a != alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_lequal ***/
if (gl_FragColor.a > alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_greater ***/
if (gl_FragColor.a <= alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_notequal ***/
if (gl_FragColor.a == alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_alpha_gequal ***/
if (gl_FragColor.a < alpha_test_ref)
discard;
/*** cogl_fixed_fragment_shader_end ***/
}