efl/legacy/evas/src/modules/engines/gl_common/shader
Cedric BAIL a33eccf6e2 evas: fix shader for nv12.
SVN revision: 63835
2011-10-05 10:16:25 +00:00
..
.gitignore Support for Proxy Objects (and others) 2011-02-06 23:52:17 +00:00
compile-s3c6410.sh evas: fix shader for nv12. 2011-10-05 10:16:25 +00:00
compile-sgx.sh oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_blur.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_blur.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_blur_bgra.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_blur_bgra.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_blur_bgra_nomul.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_blur_bgra_nomul.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_blur_nomul.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_blur_nomul.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_blur_vert.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_blur_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_greyscale.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_greyscale.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_greyscale_bgra.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_greyscale_bgra.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_greyscale_bgra_nomul.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_greyscale_bgra_nomul.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_greyscale_nomul.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_greyscale_nomul.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_invert.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_invert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_invert_bgra.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_invert_bgra.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_invert_bgra_nomul.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_invert_bgra_nomul.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_invert_nomul.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_invert_nomul.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_sepia.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_sepia.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_sepia_bgra.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_sepia_bgra.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_sepia_bgra_nomul.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_sepia_bgra_nomul.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
filter_sepia_nomul.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
filter_sepia_nomul.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
font_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
font_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
font_frag_bin_s3c6410.h fix autofoo make and included files etc. produce shader binaries for systems 2009-10-10 15:03:41 +00:00
font_frag_s3c6410.asm new gl engine. no one uses it anyway. not 100% complete, but much better than 2009-10-09 12:10:27 +00:00
font_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
font_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
font_vert_bin_s3c6410.h fix autofoo make and included files etc. produce shader binaries for systems 2009-10-10 15:03:41 +00:00
img_bgra_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_bgra_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_bgra_frag_bin_s3c6410.h lots more shaders! 2010-02-18 07:10:28 +00:00
img_bgra_nomul_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_bgra_nomul_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_bgra_nomul_frag_bin_s3c6410.h lots more shaders! 2010-02-18 07:10:28 +00:00
img_bgra_nomul_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_bgra_nomul_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_bgra_nomul_vert_bin_s3c6410.h lots more shaders! 2010-02-18 07:10:28 +00:00
img_bgra_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_bgra_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_bgra_vert_bin_s3c6410.h lots more shaders! 2010-02-18 07:10:28 +00:00
img_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_frag_bin_s3c6410.h fix autofoo make and included files etc. produce shader binaries for systems 2009-10-10 15:03:41 +00:00
img_frag_s3c6410.asm new gl engine. no one uses it anyway. not 100% complete, but much better than 2009-10-09 12:10:27 +00:00
img_mask_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_mask_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_mask_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_mask_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_nomul_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_nomul_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_nomul_frag_bin_s3c6410.h lots more shaders! 2010-02-18 07:10:28 +00:00
img_nomul_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_nomul_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_nomul_vert_bin_s3c6410.h lots more shaders! 2010-02-18 07:10:28 +00:00
img_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
img_vert_bin_s3c6410.h fix autofoo make and included files etc. produce shader binaries for systems 2009-10-10 15:03:41 +00:00
make-c-bin.sh new gl engine. no one uses it anyway. not 100% complete, but much better than 2009-10-09 12:10:27 +00:00
make-c-str.sh new gl engine. no one uses it anyway. not 100% complete, but much better than 2009-10-09 12:10:27 +00:00
nv12_frag.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
nv12_frag.shd evas: fix shader for nv12. 2011-10-05 10:16:25 +00:00
nv12_nomul_frag.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
nv12_nomul_frag.shd evas: fix shader for nv12. 2011-10-05 10:16:25 +00:00
nv12_nomul_vert.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
nv12_nomul_vert.shd evas: fix shader for nv12. 2011-10-05 10:16:25 +00:00
nv12_vert.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
nv12_vert.shd evas: fix shader for nv12. 2011-10-05 10:16:25 +00:00
rect_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
rect_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
rect_frag_bin_s3c6410.h fix autofoo make and included files etc. produce shader binaries for systems 2009-10-10 15:03:41 +00:00
rect_frag_s3c6410.asm new gl engine. no one uses it anyway. not 100% complete, but much better than 2009-10-09 12:10:27 +00:00
rect_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
rect_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
rect_vert_bin_s3c6410.h fix autofoo make and included files etc. produce shader binaries for systems 2009-10-10 15:03:41 +00:00
tex_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
tex_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
tex_frag_bin_s3c6410.h render-to-texture now is used for evas maps... but only simple cases seem to 2009-11-13 07:22:31 +00:00
tex_frag_s3c6410.asm render-to-texture now is used for evas maps... but only simple cases seem to 2009-11-13 07:22:31 +00:00
tex_nomul_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
tex_nomul_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
tex_nomul_frag_bin_s3c6410.h more shaders... for more speeeeeeds! 2010-02-18 08:36:07 +00:00
tex_nomul_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
tex_nomul_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
tex_nomul_vert_bin_s3c6410.h more shaders... for more speeeeeeds! 2010-02-18 08:36:07 +00:00
tex_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
tex_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
tex_vert_bin_s3c6410.h render-to-texture now is used for evas maps... but only simple cases seem to 2009-11-13 07:22:31 +00:00
yuv_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuv_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuv_frag_bin_s3c6410.h better text perf - less geometry data for complex text drawing. 2009-11-06 11:32:23 +00:00
yuv_frag_s3c6410.asm better text perf - less geometry data for complex text drawing. 2009-11-06 11:32:23 +00:00
yuv_nomul_frag.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuv_nomul_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuv_nomul_frag_bin_s3c6410.h simplify shaders to have fewer tmp vars. in case of dumb shader compilers. 2010-02-20 04:37:22 +00:00
yuv_nomul_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuv_nomul_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuv_nomul_vert_bin_s3c6410.h more shaders... for more speeeeeeds! 2010-02-18 08:36:07 +00:00
yuv_vert.h all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuv_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuv_vert_bin_s3c6410.h fix autofoo make and included files etc. produce shader binaries for systems 2009-10-10 15:03:41 +00:00
yuy2_frag.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
yuy2_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuy2_nomul_frag.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
yuy2_nomul_frag.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuy2_nomul_vert.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
yuy2_nomul_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00
yuy2_vert.h oh and compile script missing updates to make shd's... grrr. and nv12 2011-10-05 09:52:08 +00:00
yuy2_vert.shd all shaders -> use high precision not medium to avoid rounding errors. 2011-10-04 11:21:22 +00:00