| /************************************************************************** |
| * |
| * Copyright (C) 2014 Red Hat Inc. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
| * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
| * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
| * OTHER DEALINGS IN THE SOFTWARE. |
| * |
| **************************************************************************/ |
| #ifndef VREND_BLITTER_H |
| #define VREND_BLITTER_H |
| |
| /* shaders for blitting */ |
| |
| #define HEADER_GL \ |
| "// Blitter\n" \ |
| "#version 130\n" \ |
| |
| #define HEADER_GLES \ |
| "// Blitter\n" \ |
| "#version 310 es\n" \ |
| "precision mediump float;\n" \ |
| |
| #define VS_PASSTHROUGH_BODY \ |
| "in vec4 arg0;\n" \ |
| "in vec4 arg1;\n" \ |
| "out vec4 tc;\n" \ |
| "void main() {\n" \ |
| " gl_Position = arg0;\n" \ |
| " tc = arg1;\n" \ |
| "}\n" |
| |
| #define VS_PASSTHROUGH_GL HEADER_GL VS_PASSTHROUGH_BODY |
| #define VS_PASSTHROUGH_GLES HEADER_GLES VS_PASSTHROUGH_BODY |
| |
| |
| #define FS_TEXFETCH_COL_BODY \ |
| "%s" \ |
| "#define cvec4 %s\n" \ |
| "uniform mediump %csampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "out cvec4 FragColor;\n" \ |
| "void main() {\n" \ |
| " cvec4 texel = texture(samp, tc%s);\n" \ |
| " FragColor = cvec4(%s);\n" \ |
| "}\n" |
| |
| #define FS_TEXFETCH_COL_GL HEADER_GL FS_TEXFETCH_COL_BODY |
| #define FS_TEXFETCH_COL_GLES HEADER_GLES FS_TEXFETCH_COL_BODY |
| |
| |
| #define FS_TEXFETCH_COL_MSAA_BODY \ |
| "%s" \ |
| "#define cvec4 %s\n" \ |
| "uniform mediump %csampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "out cvec4 FragColor;\n" \ |
| "void main() {\n" \ |
| " const int num_samples = %d;\n" \ |
| " cvec4 texel = cvec4(0);\n" \ |
| " for (int i = 0; i < num_samples; ++i) \n" \ |
| " texel += texelFetch(samp, %s(tc%s), i);\n" \ |
| " texel = texel / cvec4(num_samples);\n" \ |
| " FragColor = cvec4(%s);\n" \ |
| "}\n" |
| |
| #define FS_TEXFETCH_COL_MSAA_GL HEADER_GL FS_TEXFETCH_COL_MSAA_BODY |
| #define FS_TEXFETCH_COL_MSAA_GLES HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY |
| |
| #define FS_TEXFETCH_DS_BODY \ |
| "uniform sampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "void main() {\n" \ |
| " gl_FragDepth = float(texture(samp, tc%s).x);\n" \ |
| "}\n" |
| |
| #define FS_TEXFETCH_DS_GL HEADER_GL FS_TEXFETCH_DS_BODY |
| #define FS_TEXFETCH_DS_GLES HEADER_GLES FS_TEXFETCH_DS_BODY |
| |
| |
| #define FS_TEXFETCH_DS_MSAA_BODY \ |
| "#extension GL_ARB_texture_multisample : enable\n" \ |
| "uniform sampler%s samp;\n" \ |
| "in vec4 tc;\n" \ |
| "void main() {\n" \ |
| " gl_FragDepth = float(texelFetch(samp, %s(tc%s), int(tc.z)).x);\n" \ |
| "}\n" |
| |
| #define FS_TEXFETCH_DS_MSAA_GL HEADER_GL FS_TEXFETCH_DS_MSAA_BODY |
| #define FS_TEXFETCH_DS_MSAA_GLES HEADER_GLES FS_TEXFETCH_DS_MSAA_BODY |
| |
| |
| #endif |