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mutter-performance-source/gles/cogl-fixed-fragment-shader.glsl
Neil Roberts 2911fc03db * clutter/eglnative/clutter-stage-egl.c
(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.
2008-06-06 14:21:22 +00:00

93 lines
2.2 KiB
GLSL

/* 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 bool texture_2d_enabled;
uniform sampler2D texture_unit;
uniform bool alpha_only;
/* Fogging options */
uniform bool fog_enabled;
uniform vec4 fog_color;
/* Alpha test options */
uniform bool alpha_test_enabled;
uniform int alpha_test_func;
uniform float alpha_test_ref;
/* Alpha test functions */
const int GL_NEVER = 0x0200;
const int GL_LESS = 0x0201;
const int GL_EQUAL = 0x0202;
const int GL_LEQUAL = 0x0203;
const int GL_GREATER = 0x0204;
const int GL_NOTEQUAL = 0x0205;
const int GL_GEQUAL = 0x0206;
void
main (void)
{
if (texture_2d_enabled)
{
if (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;
}
else
gl_FragColor = frag_color * texture2D (texture_unit, tex_coord);
}
else
gl_FragColor = frag_color;
if (fog_enabled)
/* Mix the calculated color with the fog color */
gl_FragColor.rgb = mix (fog_color.rgb, gl_FragColor.rgb, fog_amount);
/* Alpha testing */
if (alpha_test_enabled)
{
if (alpha_test_func == GL_NEVER)
discard;
else if (alpha_test_func == GL_LESS)
{
if (gl_FragColor.a >= alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_EQUAL)
{
if (gl_FragColor.a != alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_LEQUAL)
{
if (gl_FragColor.a > alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_GREATER)
{
if (gl_FragColor.a <= alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_NOTEQUAL)
{
if (gl_FragColor.a == alpha_test_ref)
discard;
}
else if (alpha_test_func == GL_GEQUAL)
{
if (gl_FragColor.a < alpha_test_ref)
discard;
}
}
}