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Commits on Source (2)
......@@ -19,9 +19,8 @@
#include "render/pixel_format.h"
#include "types/wlr_matrix.h"
#include "quad_vert_src.h"
#include "common_vert_src.h"
#include "quad_frag_src.h"
#include "tex_vert_src.h"
#include "tex_rgba_frag_src.h"
#include "tex_rgbx_frag_src.h"
#include "tex_external_frag_src.h"
......@@ -786,7 +785,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
GLuint prog;
renderer->shaders.quad.program = prog =
link_program(renderer, quad_vert_src, quad_frag_src);
link_program(renderer, common_vert_src, quad_frag_src);
if (!renderer->shaders.quad.program) {
goto error;
}
......@@ -795,7 +794,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.quad.pos_attrib = glGetAttribLocation(prog, "pos");
renderer->shaders.tex_rgba.program = prog =
link_program(renderer, tex_vert_src, tex_rgba_frag_src);
link_program(renderer, common_vert_src, tex_rgba_frag_src);
if (!renderer->shaders.tex_rgba.program) {
goto error;
}
......@@ -806,7 +805,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
renderer->shaders.tex_rgba.tex_attrib = glGetAttribLocation(prog, "texcoord");
renderer->shaders.tex_rgbx.program = prog =
link_program(renderer, tex_vert_src, tex_rgbx_frag_src);
link_program(renderer, common_vert_src, tex_rgbx_frag_src);
if (!renderer->shaders.tex_rgbx.program) {
goto error;
}
......@@ -818,7 +817,7 @@ struct wlr_renderer *wlr_gles2_renderer_create(struct wlr_egl *egl) {
if (renderer->exts.OES_egl_image_external) {
renderer->shaders.tex_ext.program = prog =
link_program(renderer, tex_vert_src, tex_external_frag_src);
link_program(renderer, common_vert_src, tex_external_frag_src);
if (!renderer->shaders.tex_ext.program) {
goto error;
}
......
embed = find_program('./embed.sh', native: true)
shaders = [
'quad.vert',
'common.vert',
'quad.frag',
'tex.vert',
'tex_rgba.frag',
'tex_rgbx.frag',
'tex_external.frag',
......
precision mediump float;
varying vec4 v_color;
varying vec2 v_texcoord;
uniform vec4 color;
void main() {
gl_FragColor = v_color;
gl_FragColor = color;
}
uniform mat3 proj;
uniform vec4 color;
attribute vec2 pos;
attribute vec2 texcoord;
varying vec4 v_color;
varying vec2 v_texcoord;
void main() {
gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
v_color = color;
v_texcoord = texcoord;
}