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authorJean-Philippe Andre <jp.andre@samsung.com>2015-10-19 20:04:20 +0900
committerJean-Philippe Andre <jp.andre@samsung.com>2015-10-19 20:27:22 +0900
commit4a830877f0f2cee5131174a304b2066feb67539d (patch)
treea22e0e69090a02f21dffd80aef372971afc007bd
parenta3cec656c8db54c736b5f5b85e0728cd75c83a87 (diff)
Evas GL shaders: Simplify a bit the shaders codev1.16.0-beta2
Following raster's change, the Program_Source struct is useless. This is a big commit, again, but really all is auto-generated.
-rw-r--r--src/Makefile_Evas.am2
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_common.h6
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_shader.c18
-rw-r--r--src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x3308
-rw-r--r--src/modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x3308
-rwxr-xr-xsrc/modules/evas/engines/gl_common/shader/gen_shaders.sh12
6 files changed, 1434 insertions, 5220 deletions
diff --git a/src/Makefile_Evas.am b/src/Makefile_Evas.am
index 66add14..c2da888 100644
--- a/src/Makefile_Evas.am
+++ b/src/Makefile_Evas.am
@@ -710,7 +710,7 @@ modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x: $(GL_SHADERS_
710 @echo " SHADERS $@" 710 @echo " SHADERS $@"
711 @bash $(srcdir)/modules/evas/engines/gl_common/shader/gen_shaders.sh _bigendian 711 @bash $(srcdir)/modules/evas/engines/gl_common/shader/gen_shaders.sh _bigendian
712 712
713modules/evas/engines/gl_common/shader/evas_gl_enum.x: modules/evas/engines/gl_common/shader/evas_gl_shaders.x 713modules/evas/engines/gl_common/shader/evas_gl_enum.x: modules/evas/engines/gl_common/shader/evas_gl_shaders.x modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x
714 714
715# NOTE: order here should be equal with modes in file Evas_Eo.h 715# NOTE: order here should be equal with modes in file Evas_Eo.h
716GL_SHADERS_3D_GEN = \ 716GL_SHADERS_3D_GEN = \
diff --git a/src/modules/evas/engines/gl_common/evas_gl_common.h b/src/modules/evas/engines/gl_common/evas_gl_common.h
index be0dea0..fb7da52 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_common.h
+++ b/src/modules/evas/engines/gl_common/evas_gl_common.h
@@ -54,7 +54,6 @@
54#define SHAD_MASKSAM 8 54#define SHAD_MASKSAM 8
55 55
56typedef struct _Evas_GL_Program Evas_GL_Program; 56typedef struct _Evas_GL_Program Evas_GL_Program;
57typedef struct _Evas_GL_Program_Source Evas_GL_Program_Source;
58typedef struct _Evas_GL_Shared Evas_GL_Shared; 57typedef struct _Evas_GL_Shared Evas_GL_Shared;
59typedef struct _Evas_Engine_GL_Context Evas_Engine_GL_Context; 58typedef struct _Evas_Engine_GL_Context Evas_Engine_GL_Context;
60typedef struct _Evas_GL_Texture_Pool Evas_GL_Texture_Pool; 59typedef struct _Evas_GL_Texture_Pool Evas_GL_Texture_Pool;
@@ -105,11 +104,6 @@ struct _Evas_GL_Program
105 Eina_Bool reset; 104 Eina_Bool reset;
106}; 105};
107 106
108struct _Evas_GL_Program_Source
109{
110 const char *src;
111};
112
113struct _Evas_GL_Shared 107struct _Evas_GL_Shared
114{ 108{
115 Eina_List *images; 109 Eina_List *images;
diff --git a/src/modules/evas/engines/gl_common/evas_gl_shader.c b/src/modules/evas/engines/gl_common/evas_gl_shader.c
index 07bf314..9f70418 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_shader.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_shader.c
@@ -143,8 +143,8 @@ _evas_gl_common_shader_program_binary_save(Evas_GL_Program *p,
143 143
144static int 144static int
145_evas_gl_common_shader_program_source_init(Evas_GL_Program *p, 145_evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
146 Evas_GL_Program_Source *vert, 146 const char *vert,
147 Evas_GL_Program_Source *frag, 147 const char *frag,
148 const char *name) 148 const char *name)
149{ 149{
150 GLint ok; 150 GLint ok;
@@ -152,26 +152,24 @@ _evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
152 p->vert = glCreateShader(GL_VERTEX_SHADER); 152 p->vert = glCreateShader(GL_VERTEX_SHADER);
153 p->frag = glCreateShader(GL_FRAGMENT_SHADER); 153 p->frag = glCreateShader(GL_FRAGMENT_SHADER);
154 154
155 glShaderSource(p->vert, 1, 155 glShaderSource(p->vert, 1, &vert, NULL);
156 (const char **)&(vert->src), NULL);
157 glCompileShader(p->vert); 156 glCompileShader(p->vert);
158 ok = 0; 157 ok = 0;
159 glGetShaderiv(p->vert, GL_COMPILE_STATUS, &ok); 158 glGetShaderiv(p->vert, GL_COMPILE_STATUS, &ok);
160 if (!ok) 159 if (!ok)
161 { 160 {
162 gl_compile_link_error(p->vert, "compile vertex shader"); 161 gl_compile_link_error(p->vert, "compile vertex shader");
163 ERR("Abort compile of shader vert (%s): %s", name, vert->src); 162 ERR("Abort compile of shader vert (%s): %s", name, vert);
164 return 0; 163 return 0;
165 } 164 }
166 glShaderSource(p->frag, 1, 165 glShaderSource(p->frag, 1, &frag, NULL);
167 (const char **)&(frag->src), NULL);
168 glCompileShader(p->frag); 166 glCompileShader(p->frag);
169 ok = 0; 167 ok = 0;
170 glGetShaderiv(p->frag, GL_COMPILE_STATUS, &ok); 168 glGetShaderiv(p->frag, GL_COMPILE_STATUS, &ok);
171 if (!ok) 169 if (!ok)
172 { 170 {
173 gl_compile_link_error(p->frag, "compile fragment shader"); 171 gl_compile_link_error(p->frag, "compile fragment shader");
174 ERR("Abort compile of shader frag (%s): %s", name, frag->src); 172 ERR("Abort compile of shader frag (%s): %s", name, frag);
175 return 0; 173 return 0;
176 } 174 }
177 175
@@ -203,8 +201,8 @@ _evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
203 if (!ok) 201 if (!ok)
204 { 202 {
205 gl_compile_link_error(p->prog, "link fragment and vertex shaders"); 203 gl_compile_link_error(p->prog, "link fragment and vertex shaders");
206 ERR("Abort compile of shader frag (%s): %s", name, frag->src); 204 ERR("Abort compile of shader frag (%s): %s", name, frag);
207 ERR("Abort compile of shader vert (%s): %s", name, vert->src); 205 ERR("Abort compile of shader vert (%s): %s", name, vert);
208 return 0; 206 return 0;
209 } 207 }
210 208
diff --git a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
index 97a4e03..c9778d6 100644
--- a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
+++ b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
@@ -3,7 +3,7 @@
3 3
4#include "../evas_gl_private.h" 4#include "../evas_gl_private.h"
5 5
6static const char rect_frag_glsl[] = 6static const char rect_frag_src[] =
7 "#ifdef GL_ES\n" 7 "#ifdef GL_ES\n"
8 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 8 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
9 "precision highp float;\n" 9 "precision highp float;\n"
@@ -21,12 +21,8 @@ static const char rect_frag_glsl[] =
21 " * col\n" 21 " * col\n"
22 " ;\n" 22 " ;\n"
23 "}\n"; 23 "}\n";
24Evas_GL_Program_Source shader_rect_frag_src =
25{
26 rect_frag_glsl
27};
28 24
29static const char rect_vert_glsl[] = 25static const char rect_vert_src[] =
30 "#ifdef GL_ES\n" 26 "#ifdef GL_ES\n"
31 "precision highp float;\n" 27 "precision highp float;\n"
32 "#endif\n" 28 "#endif\n"
@@ -39,12 +35,8 @@ static const char rect_vert_glsl[] =
39 " gl_Position = mvp * vertex;\n" 35 " gl_Position = mvp * vertex;\n"
40 " col = color;\n" 36 " col = color;\n"
41 "}\n"; 37 "}\n";
42Evas_GL_Program_Source shader_rect_vert_src =
43{
44 rect_vert_glsl
45};
46 38
47static const char rect_mask_frag_glsl[] = 39static const char rect_mask_frag_src[] =
48 "#ifdef GL_ES\n" 40 "#ifdef GL_ES\n"
49 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 41 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
50 "precision highp float;\n" 42 "precision highp float;\n"
@@ -67,12 +59,8 @@ static const char rect_mask_frag_glsl[] =
67 " * ma\n" 59 " * ma\n"
68 " ;\n" 60 " ;\n"
69 "}\n"; 61 "}\n";
70Evas_GL_Program_Source shader_rect_mask_frag_src =
71{
72 rect_mask_frag_glsl
73};
74 62
75static const char rect_mask_vert_glsl[] = 63static const char rect_mask_vert_src[] =
76 "#ifdef GL_ES\n" 64 "#ifdef GL_ES\n"
77 "precision highp float;\n" 65 "precision highp float;\n"
78 "#endif\n" 66 "#endif\n"
@@ -89,12 +77,8 @@ static const char rect_mask_vert_glsl[] =
89 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 77 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
90 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 78 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
91 "}\n"; 79 "}\n";
92Evas_GL_Program_Source shader_rect_mask_vert_src =
93{
94 rect_mask_vert_glsl
95};
96 80
97static const char rect_mask12_frag_glsl[] = 81static const char rect_mask12_frag_src[] =
98 "#ifdef GL_ES\n" 82 "#ifdef GL_ES\n"
99 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 83 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
100 "precision highp float;\n" 84 "precision highp float;\n"
@@ -121,12 +105,8 @@ static const char rect_mask12_frag_glsl[] =
121 " * ma\n" 105 " * ma\n"
122 " ;\n" 106 " ;\n"
123 "}\n"; 107 "}\n";
124Evas_GL_Program_Source shader_rect_mask12_frag_src =
125{
126 rect_mask12_frag_glsl
127};
128 108
129static const char rect_mask12_vert_glsl[] = 109static const char rect_mask12_vert_src[] =
130 "#ifdef GL_ES\n" 110 "#ifdef GL_ES\n"
131 "precision highp float;\n" 111 "precision highp float;\n"
132 "#endif\n" 112 "#endif\n"
@@ -149,12 +129,8 @@ static const char rect_mask12_vert_glsl[] =
149 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 129 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
150 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 130 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
151 "}\n"; 131 "}\n";
152Evas_GL_Program_Source shader_rect_mask12_vert_src =
153{
154 rect_mask12_vert_glsl
155};
156 132
157static const char rect_mask21_frag_glsl[] = 133static const char rect_mask21_frag_src[] =
158 "#ifdef GL_ES\n" 134 "#ifdef GL_ES\n"
159 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 135 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
160 "precision highp float;\n" 136 "precision highp float;\n"
@@ -181,12 +157,8 @@ static const char rect_mask21_frag_glsl[] =
181 " * ma\n" 157 " * ma\n"
182 " ;\n" 158 " ;\n"
183 "}\n"; 159 "}\n";
184Evas_GL_Program_Source shader_rect_mask21_frag_src =
185{
186 rect_mask21_frag_glsl
187};
188 160
189static const char rect_mask21_vert_glsl[] = 161static const char rect_mask21_vert_src[] =
190 "#ifdef GL_ES\n" 162 "#ifdef GL_ES\n"
191 "precision highp float;\n" 163 "precision highp float;\n"
192 "#endif\n" 164 "#endif\n"
@@ -209,12 +181,8 @@ static const char rect_mask21_vert_glsl[] =
209 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 181 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
210 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 182 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
211 "}\n"; 183 "}\n";
212Evas_GL_Program_Source shader_rect_mask21_vert_src =
213{
214 rect_mask21_vert_glsl
215};
216 184
217static const char rect_mask22_frag_glsl[] = 185static const char rect_mask22_frag_src[] =
218 "#ifdef GL_ES\n" 186 "#ifdef GL_ES\n"
219 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 187 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
220 "precision highp float;\n" 188 "precision highp float;\n"
@@ -243,12 +211,8 @@ static const char rect_mask22_frag_glsl[] =
243 " * ma\n" 211 " * ma\n"
244 " ;\n" 212 " ;\n"
245 "}\n"; 213 "}\n";
246Evas_GL_Program_Source shader_rect_mask22_frag_src =
247{
248 rect_mask22_frag_glsl
249};
250 214
251static const char rect_mask22_vert_glsl[] = 215static const char rect_mask22_vert_src[] =
252 "#ifdef GL_ES\n" 216 "#ifdef GL_ES\n"
253 "precision highp float;\n" 217 "precision highp float;\n"
254 "#endif\n" 218 "#endif\n"
@@ -273,12 +237,8 @@ static const char rect_mask22_vert_glsl[] =
273 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 237 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
274 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 238 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
275 "}\n"; 239 "}\n";
276Evas_GL_Program_Source shader_rect_mask22_vert_src =
277{
278 rect_mask22_vert_glsl
279};
280 240
281static const char font_frag_glsl[] = 241static const char font_frag_src[] =
282 "#ifdef GL_ES\n" 242 "#ifdef GL_ES\n"
283 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 243 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
284 "precision highp float;\n" 244 "precision highp float;\n"
@@ -298,12 +258,8 @@ static const char font_frag_glsl[] =
298 " * col\n" 258 " * col\n"
299 " ;\n" 259 " ;\n"
300 "}\n"; 260 "}\n";
301Evas_GL_Program_Source shader_font_frag_src =
302{
303 font_frag_glsl
304};
305 261
306static const char font_vert_glsl[] = 262static const char font_vert_src[] =
307 "#ifdef GL_ES\n" 263 "#ifdef GL_ES\n"
308 "precision highp float;\n" 264 "precision highp float;\n"
309 "#endif\n" 265 "#endif\n"
@@ -319,12 +275,8 @@ static const char font_vert_glsl[] =
319 " col = color;\n" 275 " col = color;\n"
320 " tex_c = tex_coord;\n" 276 " tex_c = tex_coord;\n"
321 "}\n"; 277 "}\n";
322Evas_GL_Program_Source shader_font_vert_src =
323{
324 font_vert_glsl
325};
326 278
327static const char font_mask_frag_glsl[] = 279static const char font_mask_frag_src[] =
328 "#ifdef GL_ES\n" 280 "#ifdef GL_ES\n"
329 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 281 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
330 "precision highp float;\n" 282 "precision highp float;\n"
@@ -349,12 +301,8 @@ static const char font_mask_frag_glsl[] =
349 " * ma\n" 301 " * ma\n"
350 " ;\n" 302 " ;\n"
351 "}\n"; 303 "}\n";
352Evas_GL_Program_Source shader_font_mask_frag_src =
353{
354 font_mask_frag_glsl
355};
356 304
357static const char font_mask_vert_glsl[] = 305static const char font_mask_vert_src[] =
358 "#ifdef GL_ES\n" 306 "#ifdef GL_ES\n"
359 "precision highp float;\n" 307 "precision highp float;\n"
360 "#endif\n" 308 "#endif\n"
@@ -374,12 +322,8 @@ static const char font_mask_vert_glsl[] =
374 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 322 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
375 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 323 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
376 "}\n"; 324 "}\n";
377Evas_GL_Program_Source shader_font_mask_vert_src =
378{
379 font_mask_vert_glsl
380};
381 325
382static const char font_mask12_frag_glsl[] = 326static const char font_mask12_frag_src[] =
383 "#ifdef GL_ES\n" 327 "#ifdef GL_ES\n"
384 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 328 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
385 "precision highp float;\n" 329 "precision highp float;\n"
@@ -408,12 +352,8 @@ static const char font_mask12_frag_glsl[] =
408 " * ma\n" 352 " * ma\n"
409 " ;\n" 353 " ;\n"
410 "}\n"; 354 "}\n";
411Evas_GL_Program_Source shader_font_mask12_frag_src =
412{
413 font_mask12_frag_glsl
414};
415 355
416static const char font_mask12_vert_glsl[] = 356static const char font_mask12_vert_src[] =
417 "#ifdef GL_ES\n" 357 "#ifdef GL_ES\n"
418 "precision highp float;\n" 358 "precision highp float;\n"
419 "#endif\n" 359 "#endif\n"
@@ -439,12 +379,8 @@ static const char font_mask12_vert_glsl[] =
439 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 379 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
440 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 380 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
441 "}\n"; 381 "}\n";
442Evas_GL_Program_Source shader_font_mask12_vert_src =
443{
444 font_mask12_vert_glsl
445};
446 382
447static const char font_mask21_frag_glsl[] = 383static const char font_mask21_frag_src[] =
448 "#ifdef GL_ES\n" 384 "#ifdef GL_ES\n"
449 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 385 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
450 "precision highp float;\n" 386 "precision highp float;\n"
@@ -473,12 +409,8 @@ static const char font_mask21_frag_glsl[] =
473 " * ma\n" 409 " * ma\n"
474 " ;\n" 410 " ;\n"
475 "}\n"; 411 "}\n";
476Evas_GL_Program_Source shader_font_mask21_frag_src =
477{
478 font_mask21_frag_glsl
479};
480 412
481static const char font_mask21_vert_glsl[] = 413static const char font_mask21_vert_src[] =
482 "#ifdef GL_ES\n" 414 "#ifdef GL_ES\n"
483 "precision highp float;\n" 415 "precision highp float;\n"
484 "#endif\n" 416 "#endif\n"
@@ -504,12 +436,8 @@ static const char font_mask21_vert_glsl[] =
504 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 436 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
505 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 437 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
506 "}\n"; 438 "}\n";
507Evas_GL_Program_Source shader_font_mask21_vert_src =
508{
509 font_mask21_vert_glsl
510};
511 439
512static const char font_mask22_frag_glsl[] = 440static const char font_mask22_frag_src[] =
513 "#ifdef GL_ES\n" 441 "#ifdef GL_ES\n"
514 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 442 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
515 "precision highp float;\n" 443 "precision highp float;\n"
@@ -540,12 +468,8 @@ static const char font_mask22_frag_glsl[] =
540 " * ma\n" 468 " * ma\n"
541 " ;\n" 469 " ;\n"
542 "}\n"; 470 "}\n";
543Evas_GL_Program_Source shader_font_mask22_frag_src =
544{
545 font_mask22_frag_glsl
546};
547 471
548static const char font_mask22_vert_glsl[] = 472static const char font_mask22_vert_src[] =
549 "#ifdef GL_ES\n" 473 "#ifdef GL_ES\n"
550 "precision highp float;\n" 474 "precision highp float;\n"
551 "#endif\n" 475 "#endif\n"
@@ -573,12 +497,8 @@ static const char font_mask22_vert_glsl[] =
573 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 497 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
574 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 498 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
575 "}\n"; 499 "}\n";
576Evas_GL_Program_Source shader_font_mask22_vert_src =
577{
578 font_mask22_vert_glsl
579};
580 500
581static const char img_frag_glsl[] = 501static const char img_frag_src[] =
582 "#ifdef GL_ES\n" 502 "#ifdef GL_ES\n"
583 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 503 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
584 "precision highp float;\n" 504 "precision highp float;\n"
@@ -598,12 +518,8 @@ static const char img_frag_glsl[] =
598 " * col\n" 518 " * col\n"
599 " ;\n" 519 " ;\n"
600 "}\n"; 520 "}\n";
601Evas_GL_Program_Source shader_img_frag_src =
602{
603 img_frag_glsl
604};
605 521
606static const char img_vert_glsl[] = 522static const char img_vert_src[] =
607 "#ifdef GL_ES\n" 523 "#ifdef GL_ES\n"
608 "precision highp float;\n" 524 "precision highp float;\n"
609 "#endif\n" 525 "#endif\n"
@@ -619,12 +535,8 @@ static const char img_vert_glsl[] =
619 " col = color;\n" 535 " col = color;\n"
620 " tex_c = tex_coord;\n" 536 " tex_c = tex_coord;\n"
621 "}\n"; 537 "}\n";
622Evas_GL_Program_Source shader_img_vert_src =
623{
624 img_vert_glsl
625};
626 538
627static const char img_bgra_frag_glsl[] = 539static const char img_bgra_frag_src[] =
628 "#ifdef GL_ES\n" 540 "#ifdef GL_ES\n"
629 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 541 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
630 "precision highp float;\n" 542 "precision highp float;\n"
@@ -644,12 +556,8 @@ static const char img_bgra_frag_glsl[] =
644 " * col\n" 556 " * col\n"
645 " ;\n" 557 " ;\n"
646 "}\n"; 558 "}\n";
647Evas_GL_Program_Source shader_img_bgra_frag_src =
648{
649 img_bgra_frag_glsl
650};
651 559
652static const char img_bgra_vert_glsl[] = 560static const char img_bgra_vert_src[] =
653 "#ifdef GL_ES\n" 561 "#ifdef GL_ES\n"
654 "precision highp float;\n" 562 "precision highp float;\n"
655 "#endif\n" 563 "#endif\n"
@@ -665,12 +573,8 @@ static const char img_bgra_vert_glsl[] =
665 " col = color;\n" 573 " col = color;\n"
666 " tex_c = tex_coord;\n" 574 " tex_c = tex_coord;\n"
667 "}\n"; 575 "}\n";
668Evas_GL_Program_Source shader_img_bgra_vert_src =
669{
670 img_bgra_vert_glsl
671};
672 576
673static const char img_12_frag_glsl[] = 577static const char img_12_frag_src[] =
674 "#ifdef GL_ES\n" 578 "#ifdef GL_ES\n"
675 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 579 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
676 "precision highp float;\n" 580 "precision highp float;\n"
@@ -694,12 +598,8 @@ static const char img_12_frag_glsl[] =
694 " * col\n" 598 " * col\n"
695 " ;\n" 599 " ;\n"
696 "}\n"; 600 "}\n";
697Evas_GL_Program_Source shader_img_12_frag_src =
698{
699 img_12_frag_glsl
700};
701 601
702static const char img_12_vert_glsl[] = 602static const char img_12_vert_src[] =
703 "#ifdef GL_ES\n" 603 "#ifdef GL_ES\n"
704 "precision highp float;\n" 604 "precision highp float;\n"
705 "#endif\n" 605 "#endif\n"
@@ -721,12 +621,8 @@ static const char img_12_vert_glsl[] =
721 " tex_s[1] = vec2(0, tex_sample.y);\n" 621 " tex_s[1] = vec2(0, tex_sample.y);\n"
722 " div_s = vec4(2, 2, 2, 2);\n" 622 " div_s = vec4(2, 2, 2, 2);\n"
723 "}\n"; 623 "}\n";
724Evas_GL_Program_Source shader_img_12_vert_src =
725{
726 img_12_vert_glsl
727};
728 624
729static const char img_21_frag_glsl[] = 625static const char img_21_frag_src[] =
730 "#ifdef GL_ES\n" 626 "#ifdef GL_ES\n"
731 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 627 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
732 "precision highp float;\n" 628 "precision highp float;\n"
@@ -750,12 +646,8 @@ static const char img_21_frag_glsl[] =
750 " * col\n" 646 " * col\n"
751 " ;\n" 647 " ;\n"
752 "}\n"; 648 "}\n";
753Evas_GL_Program_Source shader_img_21_frag_src =
754{
755 img_21_frag_glsl
756};
757 649
758static const char img_21_vert_glsl[] = 650static const char img_21_vert_src[] =
759 "#ifdef GL_ES\n" 651 "#ifdef GL_ES\n"
760 "precision highp float;\n" 652 "precision highp float;\n"
761 "#endif\n" 653 "#endif\n"
@@ -777,12 +669,8 @@ static const char img_21_vert_glsl[] =
777 " tex_s[1] = vec2( tex_sample.x, 0);\n" 669 " tex_s[1] = vec2( tex_sample.x, 0);\n"
778 " div_s = vec4(2, 2, 2, 2);\n" 670 " div_s = vec4(2, 2, 2, 2);\n"
779 "}\n"; 671 "}\n";
780Evas_GL_Program_Source shader_img_21_vert_src =
781{
782 img_21_vert_glsl
783};
784 672
785static const char img_22_frag_glsl[] = 673static const char img_22_frag_src[] =
786 "#ifdef GL_ES\n" 674 "#ifdef GL_ES\n"
787 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 675 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
788 "precision highp float;\n" 676 "precision highp float;\n"
@@ -808,12 +696,8 @@ static const char img_22_frag_glsl[] =
808 " * col\n" 696 " * col\n"
809 " ;\n" 697 " ;\n"
810 "}\n"; 698 "}\n";
811Evas_GL_Program_Source shader_img_22_frag_src =
812{
813 img_22_frag_glsl
814};
815 699
816static const char img_22_vert_glsl[] = 700static const char img_22_vert_src[] =
817 "#ifdef GL_ES\n" 701 "#ifdef GL_ES\n"
818 "precision highp float;\n" 702 "precision highp float;\n"
819 "#endif\n" 703 "#endif\n"
@@ -837,12 +721,8 @@ static const char img_22_vert_glsl[] =
837 " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n" 721 " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
838 " div_s = vec4(4, 4, 4, 4);\n" 722 " div_s = vec4(4, 4, 4, 4);\n"
839 "}\n"; 723 "}\n";
840Evas_GL_Program_Source shader_img_22_vert_src =
841{
842 img_22_vert_glsl
843};
844 724
845static const char img_12_bgra_frag_glsl[] = 725static const char img_12_bgra_frag_src[] =
846 "#ifdef GL_ES\n" 726 "#ifdef GL_ES\n"
847 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 727 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
848 "precision highp float;\n" 728 "precision highp float;\n"
@@ -866,12 +746,8 @@ static const char img_12_bgra_frag_glsl[] =
866 " * col\n" 746 " * col\n"
867 " ;\n" 747 " ;\n"
868 "}\n"; 748 "}\n";
869Evas_GL_Program_Source shader_img_12_bgra_frag_src =
870{
871 img_12_bgra_frag_glsl
872};
873 749
874static const char img_12_bgra_vert_glsl[] = 750static const char img_12_bgra_vert_src[] =
875 "#ifdef GL_ES\n" 751 "#ifdef GL_ES\n"
876 "precision highp float;\n" 752 "precision highp float;\n"
877 "#endif\n" 753 "#endif\n"
@@ -893,12 +769,8 @@ static const char img_12_bgra_vert_glsl[] =
893 " tex_s[1] = vec2(0, tex_sample.y);\n" 769 " tex_s[1] = vec2(0, tex_sample.y);\n"
894 " div_s = vec4(2, 2, 2, 2);\n" 770 " div_s = vec4(2, 2, 2, 2);\n"
895 "}\n"; 771 "}\n";
896Evas_GL_Program_Source shader_img_12_bgra_vert_src =
897{
898 img_12_bgra_vert_glsl
899};
900 772
901static const char img_21_bgra_frag_glsl[] = 773static const char img_21_bgra_frag_src[] =
902 "#ifdef GL_ES\n" 774 "#ifdef GL_ES\n"
903 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 775 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
904 "precision highp float;\n" 776 "precision highp float;\n"
@@ -922,12 +794,8 @@ static const char img_21_bgra_frag_glsl[] =
922 " * col\n" 794 " * col\n"
923 " ;\n" 795 " ;\n"
924 "}\n"; 796 "}\n";
925Evas_GL_Program_Source shader_img_21_bgra_frag_src =
926{
927 img_21_bgra_frag_glsl
928};
929 797
930static const char img_21_bgra_vert_glsl[] = 798static const char img_21_bgra_vert_src[] =
931 "#ifdef GL_ES\n" 799 "#ifdef GL_ES\n"
932 "precision highp float;\n" 800 "precision highp float;\n"
933 "#endif\n" 801 "#endif\n"
@@ -949,12 +817,8 @@ static const char img_21_bgra_vert_glsl[] =
949 " tex_s[1] = vec2( tex_sample.x, 0);\n" 817 " tex_s[1] = vec2( tex_sample.x, 0);\n"
950 " div_s = vec4(2, 2, 2, 2);\n" 818 " div_s = vec4(2, 2, 2, 2);\n"
951 "}\n"; 819 "}\n";
952Evas_GL_Program_Source shader_img_21_bgra_vert_src =
953{
954 img_21_bgra_vert_glsl
955};
956 820
957static const char img_22_bgra_frag_glsl[] = 821static const char img_22_bgra_frag_src[] =
958 "#ifdef GL_ES\n" 822 "#ifdef GL_ES\n"
959 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 823 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
960 "precision highp float;\n" 824 "precision highp float;\n"
@@ -980,12 +844,8 @@ static const char img_22_bgra_frag_glsl[] =
980 " * col\n" 844 " * col\n"
981 " ;\n" 845 " ;\n"
982 "}\n"; 846 "}\n";
983Evas_GL_Program_Source shader_img_22_bgra_frag_src =
984{
985 img_22_bgra_frag_glsl
986};
987 847
988static const char img_22_bgra_vert_glsl[] = 848static const char img_22_bgra_vert_src[] =
989 "#ifdef GL_ES\n" 849 "#ifdef GL_ES\n"
990 "precision highp float;\n" 850 "precision highp float;\n"
991 "#endif\n" 851 "#endif\n"
@@ -1009,12 +869,8 @@ static const char img_22_bgra_vert_glsl[] =
1009 " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n" 869 " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
1010 " div_s = vec4(4, 4, 4, 4);\n" 870 " div_s = vec4(4, 4, 4, 4);\n"
1011 "}\n"; 871 "}\n";
1012Evas_GL_Program_Source shader_img_22_bgra_vert_src =
1013{
1014 img_22_bgra_vert_glsl
1015};
1016 872
1017static const char img_mask_frag_glsl[] = 873static const char img_mask_frag_src[] =
1018 "#ifdef GL_ES\n" 874 "#ifdef GL_ES\n"
1019 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 875 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1020 "precision highp float;\n" 876 "precision highp float;\n"
@@ -1039,12 +895,8 @@ static const char img_mask_frag_glsl[] =
1039 " * ma\n" 895 " * ma\n"
1040 " ;\n" 896 " ;\n"
1041 "}\n"; 897 "}\n";
1042Evas_GL_Program_Source shader_img_mask_frag_src =
1043{
1044 img_mask_frag_glsl
1045};
1046 898
1047static const char img_mask_vert_glsl[] = 899static const char img_mask_vert_src[] =
1048 "#ifdef GL_ES\n" 900 "#ifdef GL_ES\n"
1049 "precision highp float;\n" 901 "precision highp float;\n"
1050 "#endif\n" 902 "#endif\n"
@@ -1064,12 +916,8 @@ static const char img_mask_vert_glsl[] =
1064 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 916 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
1065 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 917 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
1066 "}\n"; 918 "}\n";
1067Evas_GL_Program_Source shader_img_mask_vert_src =
1068{
1069 img_mask_vert_glsl
1070};
1071 919
1072static const char img_bgra_mask_frag_glsl[] = 920static const char img_bgra_mask_frag_src[] =
1073 "#ifdef GL_ES\n" 921 "#ifdef GL_ES\n"
1074 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 922 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1075 "precision highp float;\n" 923 "precision highp float;\n"
@@ -1094,12 +942,8 @@ static const char img_bgra_mask_frag_glsl[] =
1094 " * ma\n" 942 " * ma\n"
1095 " ;\n" 943 " ;\n"
1096 "}\n"; 944 "}\n";
1097Evas_GL_Program_Source shader_img_bgra_mask_frag_src =
1098{
1099 img_bgra_mask_frag_glsl
1100};
1101 945
1102static const char img_bgra_mask_vert_glsl[] = 946static const char img_bgra_mask_vert_src[] =
1103 "#ifdef GL_ES\n" 947 "#ifdef GL_ES\n"
1104 "precision highp float;\n" 948 "precision highp float;\n"
1105 "#endif\n" 949 "#endif\n"
@@ -1119,12 +963,8 @@ static const char img_bgra_mask_vert_glsl[] =
1119 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 963 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
1120 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 964 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
1121 "}\n"; 965 "}\n";
1122Evas_GL_Program_Source shader_img_bgra_mask_vert_src =
1123{
1124 img_bgra_mask_vert_glsl
1125};
1126 966
1127static const char img_12_mask_frag_glsl[] = 967static const char img_12_mask_frag_src[] =
1128 "#ifdef GL_ES\n" 968 "#ifdef GL_ES\n"
1129 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 969 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1130 "precision highp float;\n" 970 "precision highp float;\n"
@@ -1153,12 +993,8 @@ static const char img_12_mask_frag_glsl[] =
1153 " * ma\n" 993 " * ma\n"
1154 " ;\n" 994 " ;\n"
1155 "}\n"; 995 "}\n";
1156Evas_GL_Program_Source shader_img_12_mask_frag_src =
1157{
1158 img_12_mask_frag_glsl
1159};
1160 996
1161static const char img_12_mask_vert_glsl[] = 997static const char img_12_mask_vert_src[] =
1162 "#ifdef GL_ES\n" 998 "#ifdef GL_ES\n"
1163 "precision highp float;\n" 999 "precision highp float;\n"
1164 "#endif\n" 1000 "#endif\n"
@@ -1184,12 +1020,8 @@ static const char img_12_mask_vert_glsl[] =
1184 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1020 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
1185 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1021 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
1186 "}\n"; 1022 "}\n";
1187Evas_GL_Program_Source shader_img_12_mask_vert_src =
1188{
1189 img_12_mask_vert_glsl
1190};
1191 1023
1192static const char img_21_mask_frag_glsl[] = 1024static const char img_21_mask_frag_src[] =
1193 "#ifdef GL_ES\n" 1025 "#ifdef GL_ES\n"
1194 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1026 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1195 "precision highp float;\n" 1027 "precision highp float;\n"
@@ -1218,12 +1050,8 @@ static const char img_21_mask_frag_glsl[] =
1218 " * ma\n" 1050 " * ma\n"
1219 " ;\n" 1051 " ;\n"
1220 "}\n"; 1052 "}\n";
1221Evas_GL_Program_Source shader_img_21_mask_frag_src =
1222{
1223 img_21_mask_frag_glsl
1224};
1225 1053
1226static const char img_21_mask_vert_glsl[] = 1054static const char img_21_mask_vert_src[] =
1227 "#ifdef GL_ES\n" 1055 "#ifdef GL_ES\n"
1228 "precision highp float;\n" 1056 "precision highp float;\n"
1229 "#endif\n" 1057 "#endif\n"
@@ -1249,12 +1077,8 @@ static const char img_21_mask_vert_glsl[] =
1249 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1077 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
1250 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1078 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
1251 "}\n"; 1079 "}\n";
1252Evas_GL_Program_Source shader_img_21_mask_vert_src =
1253{
1254 img_21_mask_vert_glsl
1255};
1256 1080
1257static const char img_22_mask_frag_glsl[] = 1081static const char img_22_mask_frag_src[] =
1258 "#ifdef GL_ES\n" 1082 "#ifdef GL_ES\n"
1259 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1083 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1260 "precision highp float;\n" 1084 "precision highp float;\n"
@@ -1285,12 +1109,8 @@ static const char img_22_mask_frag_glsl[] =
1285 " * ma\n" 1109 " * ma\n"
1286 " ;\n" 1110 " ;\n"
1287 "}\n"; 1111 "}\n";
1288Evas_GL_Program_Source shader_img_22_mask_frag_src =
1289{
1290 img_22_mask_frag_glsl
1291};
1292 1112
1293static const char img_22_mask_vert_glsl[] = 1113static const char img_22_mask_vert_src[] =
1294 "#ifdef GL_ES\n" 1114 "#ifdef GL_ES\n"
1295 "precision highp float;\n" 1115 "precision highp float;\n"
1296 "#endif\n" 1116 "#endif\n"
@@ -1318,12 +1138,8 @@ static const char img_22_mask_vert_glsl[] =
1318 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1138 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
1319 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1139 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
1320 "}\n"; 1140 "}\n";
1321Evas_GL_Program_Source shader_img_22_mask_vert_src =
1322{
1323 img_22_mask_vert_glsl
1324};
1325 1141
1326static const char img_12_bgra_mask_frag_glsl[] = 1142static const char img_12_bgra_mask_frag_src[] =
1327 "#ifdef GL_ES\n" 1143 "#ifdef GL_ES\n"
1328 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1144 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1329 "precision highp float;\n" 1145 "precision highp float;\n"
@@ -1352,12 +1168,8 @@ static const char img_12_bgra_mask_frag_glsl[] =
1352 " * ma\n" 1168 " * ma\n"
1353 " ;\n" 1169 " ;\n"
1354 "}\n"; 1170 "}\n";
1355Evas_GL_Program_Source shader_img_12_bgra_mask_frag_src =
1356{
1357 img_12_bgra_mask_frag_glsl
1358};
1359 1171
1360static const char img_12_bgra_mask_vert_glsl[] = 1172static const char img_12_bgra_mask_vert_src[] =
1361 "#ifdef GL_ES\n" 1173 "#ifdef GL_ES\n"
1362 "precision highp float;\n" 1174 "precision highp float;\n"
1363 "#endif\n" 1175 "#endif\n"
@@ -1383,12 +1195,8 @@ static const char img_12_bgra_mask_vert_glsl[] =
1383 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1195 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
1384 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1196 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
1385 "}\n"; 1197 "}\n";
1386Evas_GL_Program_Source shader_img_12_bgra_mask_vert_src =
1387{
1388 img_12_bgra_mask_vert_glsl
1389};
1390 1198
1391static const char img_21_bgra_mask_frag_glsl[] = 1199static const char img_21_bgra_mask_frag_src[] =
1392 "#ifdef GL_ES\n" 1200 "#ifdef GL_ES\n"
1393 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1201 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1394 "precision highp float;\n" 1202 "precision highp float;\n"
@@ -1417,12 +1225,8 @@ static const char img_21_bgra_mask_frag_glsl[] =
1417 " * ma\n" 1225 " * ma\n"
1418 " ;\n" 1226 " ;\n"
1419 "}\n"; 1227 "}\n";
1420Evas_GL_Program_Source shader_img_21_bgra_mask_frag_src =
1421{
1422 img_21_bgra_mask_frag_glsl
1423};
1424 1228
1425static const char img_21_bgra_mask_vert_glsl[] = 1229static const char img_21_bgra_mask_vert_src[] =
1426 "#ifdef GL_ES\n" 1230 "#ifdef GL_ES\n"
1427 "precision highp float;\n" 1231 "precision highp float;\n"
1428 "#endif\n" 1232 "#endif\n"
@@ -1448,12 +1252,8 @@ static const char img_21_bgra_mask_vert_glsl[] =
1448 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1252 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
1449 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1253 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
1450 "}\n"; 1254 "}\n";
1451Evas_GL_Program_Source shader_img_21_bgra_mask_vert_src =
1452{
1453 img_21_bgra_mask_vert_glsl
1454};
1455 1255
1456static const char img_22_bgra_mask_frag_glsl[] = 1256static const char img_22_bgra_mask_frag_src[] =
1457 "#ifdef GL_ES\n" 1257 "#ifdef GL_ES\n"
1458 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1258 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1459 "precision highp float;\n" 1259 "precision highp float;\n"
@@ -1484,12 +1284,8 @@ static const char img_22_bgra_mask_frag_glsl[] =
1484 " * ma\n" 1284 " * ma\n"
1485 " ;\n" 1285 " ;\n"
1486 "}\n"; 1286 "}\n";
1487Evas_GL_Program_Source shader_img_22_bgra_mask_frag_src =
1488{
1489 img_22_bgra_mask_frag_glsl
1490};
1491 1287
1492static const char img_22_bgra_mask_vert_glsl[] = 1288static const char img_22_bgra_mask_vert_src[] =
1493 "#ifdef GL_ES\n" 1289 "#ifdef GL_ES\n"
1494 "precision highp float;\n" 1290 "precision highp float;\n"
1495 "#endif\n" 1291 "#endif\n"
@@ -1517,12 +1313,8 @@ static const char img_22_bgra_mask_vert_glsl[] =
1517 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1313 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
1518 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1314 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
1519 "}\n"; 1315 "}\n";
1520Evas_GL_Program_Source shader_img_22_bgra_mask_vert_src =
1521{
1522 img_22_bgra_mask_vert_glsl
1523};
1524 1316
1525static const char img_nomul_frag_glsl[] = 1317static const char img_nomul_frag_src[] =
1526 "#ifdef GL_ES\n" 1318 "#ifdef GL_ES\n"
1527 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1319 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1528 "precision highp float;\n" 1320 "precision highp float;\n"
@@ -1540,12 +1332,8 @@ static const char img_nomul_frag_glsl[] =
1540 " c\n" 1332 " c\n"
1541 " ;\n" 1333 " ;\n"
1542 "}\n"; 1334 "}\n";
1543Evas_GL_Program_Source shader_img_nomul_frag_src =
1544{
1545 img_nomul_frag_glsl
1546};
1547 1335
1548static const char img_nomul_vert_glsl[] = 1336static const char img_nomul_vert_src[] =
1549 "#ifdef GL_ES\n" 1337 "#ifdef GL_ES\n"
1550 "precision highp float;\n" 1338 "precision highp float;\n"
1551 "#endif\n" 1339 "#endif\n"
@@ -1558,12 +1346,8 @@ static const char img_nomul_vert_glsl[] =
1558 " gl_Position = mvp * vertex;\n" 1346 " gl_Position = mvp * vertex;\n"
1559 " tex_c = tex_coord;\n" 1347 " tex_c = tex_coord;\n"
1560 "}\n"; 1348 "}\n";
1561Evas_GL_Program_Source shader_img_nomul_vert_src =
1562{
1563 img_nomul_vert_glsl
1564};
1565 1349
1566static const char img_bgra_nomul_frag_glsl[] = 1350static const char img_bgra_nomul_frag_src[] =
1567 "#ifdef GL_ES\n" 1351 "#ifdef GL_ES\n"
1568 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1352 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1569 "precision highp float;\n" 1353 "precision highp float;\n"
@@ -1581,12 +1365,8 @@ static const char img_bgra_nomul_frag_glsl[] =
1581 " c\n" 1365 " c\n"
1582 " ;\n" 1366 " ;\n"
1583 "}\n"; 1367 "}\n";
1584Evas_GL_Program_Source shader_img_bgra_nomul_frag_src =
1585{
1586 img_bgra_nomul_frag_glsl
1587};
1588 1368
1589static const char img_bgra_nomul_vert_glsl[] = 1369static const char img_bgra_nomul_vert_src[] =
1590 "#ifdef GL_ES\n" 1370 "#ifdef GL_ES\n"
1591 "precision highp float;\n" 1371 "precision highp float;\n"
1592 "#endif\n" 1372 "#endif\n"
@@ -1599,12 +1379,8 @@ static const char img_bgra_nomul_vert_glsl[] =
1599 " gl_Position = mvp * vertex;\n" 1379 " gl_Position = mvp * vertex;\n"
1600 " tex_c = tex_coord;\n" 1380 " tex_c = tex_coord;\n"
1601 "}\n"; 1381 "}\n";
1602Evas_GL_Program_Source shader_img_bgra_nomul_vert_src =
1603{
1604 img_bgra_nomul_vert_glsl
1605};
1606 1382
1607static const char img_12_nomul_frag_glsl[] = 1383static const char img_12_nomul_frag_src[] =
1608 "#ifdef GL_ES\n" 1384 "#ifdef GL_ES\n"
1609 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1385 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1610 "precision highp float;\n" 1386 "precision highp float;\n"
@@ -1626,12 +1402,8 @@ static const char img_12_nomul_frag_glsl[] =
1626 " c\n" 1402 " c\n"
1627 " ;\n" 1403 " ;\n"
1628 "}\n"; 1404 "}\n";
1629Evas_GL_Program_Source shader_img_12_nomul_frag_src =
1630{
1631 img_12_nomul_frag_glsl
1632};
1633 1405
1634static const char img_12_nomul_vert_glsl[] = 1406static const char img_12_nomul_vert_src[] =
1635 "#ifdef GL_ES\n" 1407 "#ifdef GL_ES\n"
1636 "precision highp float;\n" 1408 "precision highp float;\n"
1637 "#endif\n" 1409 "#endif\n"
@@ -1650,12 +1422,8 @@ static const char img_12_nomul_vert_glsl[] =
1650 " tex_s[1] = vec2(0, tex_sample.y);\n" 1422 " tex_s[1] = vec2(0, tex_sample.y);\n"
1651 " div_s = vec4(2, 2, 2, 2);\n" 1423 " div_s = vec4(2, 2, 2, 2);\n"
1652 "}\n"; 1424 "}\n";
1653Evas_GL_Program_Source shader_img_12_nomul_vert_src =
1654{
1655 img_12_nomul_vert_glsl
1656};
1657 1425
1658static const char img_21_nomul_frag_glsl[] = 1426static const char img_21_nomul_frag_src[] =
1659 "#ifdef GL_ES\n" 1427 "#ifdef GL_ES\n"
1660 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1428 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1661 "precision highp float;\n" 1429 "precision highp float;\n"
@@ -1677,12 +1445,8 @@ static const char img_21_nomul_frag_glsl[] =
1677 " c\n" 1445 " c\n"
1678 " ;\n" 1446 " ;\n"
1679 "}\n"; 1447 "}\n";
1680Evas_GL_Program_Source shader_img_21_nomul_frag_src =
1681{
1682 img_21_nomul_frag_glsl
1683};
1684 1448
1685static const char img_21_nomul_vert_glsl[] = 1449static const char img_21_nomul_vert_src[] =
1686 "#ifdef GL_ES\n" 1450 "#ifdef GL_ES\n"
1687 "precision highp float;\n" 1451 "precision highp float;\n"
1688 "#endif\n" 1452 "#endif\n"
@@ -1701,12 +1465,8 @@ static const char img_21_nomul_vert_glsl[] =
1701 " tex_s[1] = vec2( tex_sample.x, 0);\n" 1465 " tex_s[1] = vec2( tex_sample.x, 0);\n"
1702 " div_s = vec4(2, 2, 2, 2);\n" 1466 " div_s = vec4(2, 2, 2, 2);\n"
1703 "}\n"; 1467 "}\n";
1704Evas_GL_Program_Source shader_img_21_nomul_vert_src =
1705{
1706 img_21_nomul_vert_glsl
1707};
1708 1468
1709static const char img_22_nomul_frag_glsl[] = 1469static const char img_22_nomul_frag_src[] =
1710 "#ifdef GL_ES\n" 1470 "#ifdef GL_ES\n"
1711 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1471 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1712 "precision highp float;\n" 1472 "precision highp float;\n"
@@ -1730,12 +1490,8 @@ static const char img_22_nomul_frag_glsl[] =
1730 " c\n" 1490 " c\n"
1731 " ;\n" 1491 " ;\n"
1732 "}\n"; 1492 "}\n";
1733Evas_GL_Program_Source shader_img_22_nomul_frag_src =
1734{
1735 img_22_nomul_frag_glsl
1736};
1737 1493
1738static const char img_22_nomul_vert_glsl[] = 1494static const char img_22_nomul_vert_src[] =
1739 "#ifdef GL_ES\n" 1495 "#ifdef GL_ES\n"
1740 "precision highp float;\n" 1496 "precision highp float;\n"
1741 "#endif\n" 1497 "#endif\n"
@@ -1756,12 +1512,8 @@ static const char img_22_nomul_vert_glsl[] =
1756 " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n" 1512 " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
1757 " div_s = vec4(4, 4, 4, 4);\n" 1513 " div_s = vec4(4, 4, 4, 4);\n"
1758 "}\n"; 1514 "}\n";
1759Evas_GL_Program_Source shader_img_22_nomul_vert_src =
1760{
1761 img_22_nomul_vert_glsl
1762};
1763 1515
1764static const char img_12_bgra_nomul_frag_glsl[] = 1516static const char img_12_bgra_nomul_frag_src[] =
1765 "#ifdef GL_ES\n" 1517 "#ifdef GL_ES\n"
1766 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1518 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1767 "precision highp float;\n" 1519 "precision highp float;\n"
@@ -1783,12 +1535,8 @@ static const char img_12_bgra_nomul_frag_glsl[] =
1783 " c\n" 1535 " c\n"
1784 " ;\n" 1536 " ;\n"
1785 "}\n"; 1537 "}\n";
1786Evas_GL_Program_Source shader_img_12_bgra_nomul_frag_src =
1787{
1788 img_12_bgra_nomul_frag_glsl
1789};
1790 1538
1791static const char img_12_bgra_nomul_vert_glsl[] = 1539static const char img_12_bgra_nomul_vert_src[] =
1792 "#ifdef GL_ES\n" 1540 "#ifdef GL_ES\n"
1793 "precision highp float;\n" 1541 "precision highp float;\n"
1794 "#endif\n" 1542 "#endif\n"
@@ -1807,12 +1555,8 @@ static const char img_12_bgra_nomul_vert_glsl[] =
1807 " tex_s[1] = vec2(0, tex_sample.y);\n" 1555 " tex_s[1] = vec2(0, tex_sample.y);\n"
1808 " div_s = vec4(2, 2, 2, 2);\n" 1556 " div_s = vec4(2, 2, 2, 2);\n"
1809 "}\n"; 1557 "}\n";
1810Evas_GL_Program_Source shader_img_12_bgra_nomul_vert_src =
1811{
1812 img_12_bgra_nomul_vert_glsl
1813};
1814 1558
1815static const char img_21_bgra_nomul_frag_glsl[] = 1559static const char img_21_bgra_nomul_frag_src[] =
1816 "#ifdef GL_ES\n" 1560 "#ifdef GL_ES\n"
1817 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1561 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1818 "precision highp float;\n" 1562 "precision highp float;\n"
@@ -1834,12 +1578,8 @@ static const char img_21_bgra_nomul_frag_glsl[] =
1834 " c\n" 1578 " c\n"
1835 " ;\n" 1579 " ;\n"
1836 "}\n"; 1580 "}\n";
1837Evas_GL_Program_Source shader_img_21_bgra_nomul_frag_src =
1838{
1839 img_21_bgra_nomul_frag_glsl
1840};
1841 1581
1842static const char img_21_bgra_nomul_vert_glsl[] = 1582static const char img_21_bgra_nomul_vert_src[] =
1843 "#ifdef GL_ES\n" 1583 "#ifdef GL_ES\n"
1844 "precision highp float;\n" 1584 "precision highp float;\n"
1845 "#endif\n" 1585 "#endif\n"
@@ -1858,12 +1598,8 @@ static const char img_21_bgra_nomul_vert_glsl[] =
1858 " tex_s[1] = vec2( tex_sample.x, 0);\n" 1598 " tex_s[1] = vec2( tex_sample.x, 0);\n"
1859 " div_s = vec4(2, 2, 2, 2);\n" 1599 " div_s = vec4(2, 2, 2, 2);\n"
1860 "}\n"; 1600 "}\n";
1861Evas_GL_Program_Source shader_img_21_bgra_nomul_vert_src =
1862{
1863 img_21_bgra_nomul_vert_glsl
1864};
1865 1601
1866static const char img_22_bgra_nomul_frag_glsl[] = 1602static const char img_22_bgra_nomul_frag_src[] =
1867 "#ifdef GL_ES\n" 1603 "#ifdef GL_ES\n"
1868 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1604 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1869 "precision highp float;\n" 1605 "precision highp float;\n"
@@ -1887,12 +1623,8 @@ static const char img_22_bgra_nomul_frag_glsl[] =
1887 " c\n" 1623 " c\n"
1888 " ;\n" 1624 " ;\n"
1889 "}\n"; 1625 "}\n";
1890Evas_GL_Program_Source shader_img_22_bgra_nomul_frag_src =
1891{
1892 img_22_bgra_nomul_frag_glsl
1893};
1894 1626
1895static const char img_22_bgra_nomul_vert_glsl[] = 1627static const char img_22_bgra_nomul_vert_src[] =
1896 "#ifdef GL_ES\n" 1628 "#ifdef GL_ES\n"
1897 "precision highp float;\n" 1629 "precision highp float;\n"
1898 "#endif\n" 1630 "#endif\n"
@@ -1913,12 +1645,8 @@ static const char img_22_bgra_nomul_vert_glsl[] =
1913 " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n" 1645 " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
1914 " div_s = vec4(4, 4, 4, 4);\n" 1646 " div_s = vec4(4, 4, 4, 4);\n"
1915 "}\n"; 1647 "}\n";
1916Evas_GL_Program_Source shader_img_22_bgra_nomul_vert_src =
1917{
1918 img_22_bgra_nomul_vert_glsl
1919};
1920 1648
1921static const char img_mask_nomul_frag_glsl[] = 1649static const char img_mask_nomul_frag_src[] =
1922 "#ifdef GL_ES\n" 1650 "#ifdef GL_ES\n"
1923 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1651 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1924 "precision highp float;\n" 1652 "precision highp float;\n"
@@ -1941,12 +1669,8 @@ static const char img_mask_nomul_frag_glsl[] =
1941 " * ma\n" 1669 " * ma\n"
1942 " ;\n" 1670 " ;\n"
1943 "}\n"; 1671 "}\n";
1944Evas_GL_Program_Source shader_img_mask_nomul_frag_src =
1945{
1946 img_mask_nomul_frag_glsl
1947};
1948 1672
1949static const char img_mask_nomul_vert_glsl[] = 1673static const char img_mask_nomul_vert_src[] =
1950 "#ifdef GL_ES\n" 1674 "#ifdef GL_ES\n"
1951 "precision highp float;\n" 1675 "precision highp float;\n"
1952 "#endif\n" 1676 "#endif\n"
@@ -1963,12 +1687,8 @@ static const char img_mask_nomul_vert_glsl[] =
1963 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1687 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
1964 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1688 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
1965 "}\n"; 1689 "}\n";
1966Evas_GL_Program_Source shader_img_mask_nomul_vert_src =
1967{
1968 img_mask_nomul_vert_glsl
1969};
1970 1690
1971static const char img_bgra_mask_nomul_frag_glsl[] = 1691static const char img_bgra_mask_nomul_frag_src[] =
1972 "#ifdef GL_ES\n" 1692 "#ifdef GL_ES\n"
1973 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1693 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
1974 "precision highp float;\n" 1694 "precision highp float;\n"
@@ -1991,12 +1711,8 @@ static const char img_bgra_mask_nomul_frag_glsl[] =
1991 " * ma\n" 1711 " * ma\n"
1992 " ;\n" 1712 " ;\n"
1993 "}\n"; 1713 "}\n";
1994Evas_GL_Program_Source shader_img_bgra_mask_nomul_frag_src =
1995{
1996 img_bgra_mask_nomul_frag_glsl
1997};
1998 1714
1999static const char img_bgra_mask_nomul_vert_glsl[] = 1715static const char img_bgra_mask_nomul_vert_src[] =
2000 "#ifdef GL_ES\n" 1716 "#ifdef GL_ES\n"
2001 "precision highp float;\n" 1717 "precision highp float;\n"
2002 "#endif\n" 1718 "#endif\n"
@@ -2013,12 +1729,8 @@ static const char img_bgra_mask_nomul_vert_glsl[] =
2013 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1729 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2014 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1730 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2015 "}\n"; 1731 "}\n";
2016Evas_GL_Program_Source shader_img_bgra_mask_nomul_vert_src =
2017{
2018 img_bgra_mask_nomul_vert_glsl
2019};
2020 1732
2021static const char img_12_mask_nomul_frag_glsl[] = 1733static const char img_12_mask_nomul_frag_src[] =
2022 "#ifdef GL_ES\n" 1734 "#ifdef GL_ES\n"
2023 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1735 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2024 "precision highp float;\n" 1736 "precision highp float;\n"
@@ -2045,12 +1757,8 @@ static const char img_12_mask_nomul_frag_glsl[] =
2045 " * ma\n" 1757 " * ma\n"
2046 " ;\n" 1758 " ;\n"
2047 "}\n"; 1759 "}\n";
2048Evas_GL_Program_Source shader_img_12_mask_nomul_frag_src =
2049{
2050 img_12_mask_nomul_frag_glsl
2051};
2052 1760
2053static const char img_12_mask_nomul_vert_glsl[] = 1761static const char img_12_mask_nomul_vert_src[] =
2054 "#ifdef GL_ES\n" 1762 "#ifdef GL_ES\n"
2055 "precision highp float;\n" 1763 "precision highp float;\n"
2056 "#endif\n" 1764 "#endif\n"
@@ -2073,12 +1781,8 @@ static const char img_12_mask_nomul_vert_glsl[] =
2073 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1781 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2074 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1782 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2075 "}\n"; 1783 "}\n";
2076Evas_GL_Program_Source shader_img_12_mask_nomul_vert_src =
2077{
2078 img_12_mask_nomul_vert_glsl
2079};
2080 1784
2081static const char img_21_mask_nomul_frag_glsl[] = 1785static const char img_21_mask_nomul_frag_src[] =
2082 "#ifdef GL_ES\n" 1786 "#ifdef GL_ES\n"
2083 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1787 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2084 "precision highp float;\n" 1788 "precision highp float;\n"
@@ -2105,12 +1809,8 @@ static const char img_21_mask_nomul_frag_glsl[] =
2105 " * ma\n" 1809 " * ma\n"
2106 " ;\n" 1810 " ;\n"
2107 "}\n"; 1811 "}\n";
2108Evas_GL_Program_Source shader_img_21_mask_nomul_frag_src =
2109{
2110 img_21_mask_nomul_frag_glsl
2111};
2112 1812
2113static const char img_21_mask_nomul_vert_glsl[] = 1813static const char img_21_mask_nomul_vert_src[] =
2114 "#ifdef GL_ES\n" 1814 "#ifdef GL_ES\n"
2115 "precision highp float;\n" 1815 "precision highp float;\n"
2116 "#endif\n" 1816 "#endif\n"
@@ -2133,12 +1833,8 @@ static const char img_21_mask_nomul_vert_glsl[] =
2133 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1833 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2134 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1834 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2135 "}\n"; 1835 "}\n";
2136Evas_GL_Program_Source shader_img_21_mask_nomul_vert_src =
2137{
2138 img_21_mask_nomul_vert_glsl
2139};
2140 1836
2141static const char img_22_mask_nomul_frag_glsl[] = 1837static const char img_22_mask_nomul_frag_src[] =
2142 "#ifdef GL_ES\n" 1838 "#ifdef GL_ES\n"
2143 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1839 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2144 "precision highp float;\n" 1840 "precision highp float;\n"
@@ -2167,12 +1863,8 @@ static const char img_22_mask_nomul_frag_glsl[] =
2167 " * ma\n" 1863 " * ma\n"
2168 " ;\n" 1864 " ;\n"
2169 "}\n"; 1865 "}\n";
2170Evas_GL_Program_Source shader_img_22_mask_nomul_frag_src =
2171{
2172 img_22_mask_nomul_frag_glsl
2173};
2174 1866
2175static const char img_22_mask_nomul_vert_glsl[] = 1867static const char img_22_mask_nomul_vert_src[] =
2176 "#ifdef GL_ES\n" 1868 "#ifdef GL_ES\n"
2177 "precision highp float;\n" 1869 "precision highp float;\n"
2178 "#endif\n" 1870 "#endif\n"
@@ -2197,12 +1889,8 @@ static const char img_22_mask_nomul_vert_glsl[] =
2197 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1889 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2198 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1890 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2199 "}\n"; 1891 "}\n";
2200Evas_GL_Program_Source shader_img_22_mask_nomul_vert_src =
2201{
2202 img_22_mask_nomul_vert_glsl
2203};
2204 1892
2205static const char img_12_bgra_mask_nomul_frag_glsl[] = 1893static const char img_12_bgra_mask_nomul_frag_src[] =
2206 "#ifdef GL_ES\n" 1894 "#ifdef GL_ES\n"
2207 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1895 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2208 "precision highp float;\n" 1896 "precision highp float;\n"
@@ -2229,12 +1917,8 @@ static const char img_12_bgra_mask_nomul_frag_glsl[] =
2229 " * ma\n" 1917 " * ma\n"
2230 " ;\n" 1918 " ;\n"
2231 "}\n"; 1919 "}\n";
2232Evas_GL_Program_Source shader_img_12_bgra_mask_nomul_frag_src =
2233{
2234 img_12_bgra_mask_nomul_frag_glsl
2235};
2236 1920
2237static const char img_12_bgra_mask_nomul_vert_glsl[] = 1921static const char img_12_bgra_mask_nomul_vert_src[] =
2238 "#ifdef GL_ES\n" 1922 "#ifdef GL_ES\n"
2239 "precision highp float;\n" 1923 "precision highp float;\n"
2240 "#endif\n" 1924 "#endif\n"
@@ -2257,12 +1941,8 @@ static const char img_12_bgra_mask_nomul_vert_glsl[] =
2257 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1941 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2258 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1942 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2259 "}\n"; 1943 "}\n";
2260Evas_GL_Program_Source shader_img_12_bgra_mask_nomul_vert_src =
2261{
2262 img_12_bgra_mask_nomul_vert_glsl
2263};
2264 1944
2265static const char img_21_bgra_mask_nomul_frag_glsl[] = 1945static const char img_21_bgra_mask_nomul_frag_src[] =
2266 "#ifdef GL_ES\n" 1946 "#ifdef GL_ES\n"
2267 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1947 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2268 "precision highp float;\n" 1948 "precision highp float;\n"
@@ -2289,12 +1969,8 @@ static const char img_21_bgra_mask_nomul_frag_glsl[] =
2289 " * ma\n" 1969 " * ma\n"
2290 " ;\n" 1970 " ;\n"
2291 "}\n"; 1971 "}\n";
2292Evas_GL_Program_Source shader_img_21_bgra_mask_nomul_frag_src =
2293{
2294 img_21_bgra_mask_nomul_frag_glsl
2295};
2296 1972
2297static const char img_21_bgra_mask_nomul_vert_glsl[] = 1973static const char img_21_bgra_mask_nomul_vert_src[] =
2298 "#ifdef GL_ES\n" 1974 "#ifdef GL_ES\n"
2299 "precision highp float;\n" 1975 "precision highp float;\n"
2300 "#endif\n" 1976 "#endif\n"
@@ -2317,12 +1993,8 @@ static const char img_21_bgra_mask_nomul_vert_glsl[] =
2317 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 1993 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2318 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 1994 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2319 "}\n"; 1995 "}\n";
2320Evas_GL_Program_Source shader_img_21_bgra_mask_nomul_vert_src =
2321{
2322 img_21_bgra_mask_nomul_vert_glsl
2323};
2324 1996
2325static const char img_22_bgra_mask_nomul_frag_glsl[] = 1997static const char img_22_bgra_mask_nomul_frag_src[] =
2326 "#ifdef GL_ES\n" 1998 "#ifdef GL_ES\n"
2327 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 1999 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2328 "precision highp float;\n" 2000 "precision highp float;\n"
@@ -2351,12 +2023,8 @@ static const char img_22_bgra_mask_nomul_frag_glsl[] =
2351 " * ma\n" 2023 " * ma\n"
2352 " ;\n" 2024 " ;\n"
2353 "}\n"; 2025 "}\n";
2354Evas_GL_Program_Source shader_img_22_bgra_mask_nomul_frag_src =
2355{
2356 img_22_bgra_mask_nomul_frag_glsl
2357};
2358 2026
2359static const char img_22_bgra_mask_nomul_vert_glsl[] = 2027static const char img_22_bgra_mask_nomul_vert_src[] =
2360 "#ifdef GL_ES\n" 2028 "#ifdef GL_ES\n"
2361 "precision highp float;\n" 2029 "precision highp float;\n"
2362 "#endif\n" 2030 "#endif\n"
@@ -2381,12 +2049,8 @@ static const char img_22_bgra_mask_nomul_vert_glsl[] =
2381 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2049 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2382 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2050 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2383 "}\n"; 2051 "}\n";
2384Evas_GL_Program_Source shader_img_22_bgra_mask_nomul_vert_src =
2385{
2386 img_22_bgra_mask_nomul_vert_glsl
2387};
2388 2052
2389static const char img_mask12_frag_glsl[] = 2053static const char img_mask12_frag_src[] =
2390 "#ifdef GL_ES\n" 2054 "#ifdef GL_ES\n"
2391 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2055 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2392 "precision highp float;\n" 2056 "precision highp float;\n"
@@ -2415,12 +2079,8 @@ static const char img_mask12_frag_glsl[] =
2415 " * ma\n" 2079 " * ma\n"
2416 " ;\n" 2080 " ;\n"
2417 "}\n"; 2081 "}\n";
2418Evas_GL_Program_Source shader_img_mask12_frag_src =
2419{
2420 img_mask12_frag_glsl
2421};
2422 2082
2423static const char img_mask12_vert_glsl[] = 2083static const char img_mask12_vert_src[] =
2424 "#ifdef GL_ES\n" 2084 "#ifdef GL_ES\n"
2425 "precision highp float;\n" 2085 "precision highp float;\n"
2426 "#endif\n" 2086 "#endif\n"
@@ -2446,12 +2106,8 @@ static const char img_mask12_vert_glsl[] =
2446 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2106 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2447 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2107 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2448 "}\n"; 2108 "}\n";
2449Evas_GL_Program_Source shader_img_mask12_vert_src =
2450{
2451 img_mask12_vert_glsl
2452};
2453 2109
2454static const char img_bgra_mask12_frag_glsl[] = 2110static const char img_bgra_mask12_frag_src[] =
2455 "#ifdef GL_ES\n" 2111 "#ifdef GL_ES\n"
2456 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2112 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2457 "precision highp float;\n" 2113 "precision highp float;\n"
@@ -2480,12 +2136,8 @@ static const char img_bgra_mask12_frag_glsl[] =
2480 " * ma\n" 2136 " * ma\n"
2481 " ;\n" 2137 " ;\n"
2482 "}\n"; 2138 "}\n";
2483Evas_GL_Program_Source shader_img_bgra_mask12_frag_src =
2484{
2485 img_bgra_mask12_frag_glsl
2486};
2487 2139
2488static const char img_bgra_mask12_vert_glsl[] = 2140static const char img_bgra_mask12_vert_src[] =
2489 "#ifdef GL_ES\n" 2141 "#ifdef GL_ES\n"
2490 "precision highp float;\n" 2142 "precision highp float;\n"
2491 "#endif\n" 2143 "#endif\n"
@@ -2511,12 +2163,8 @@ static const char img_bgra_mask12_vert_glsl[] =
2511 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2163 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2512 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2164 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2513 "}\n"; 2165 "}\n";
2514Evas_GL_Program_Source shader_img_bgra_mask12_vert_src =
2515{
2516 img_bgra_mask12_vert_glsl
2517};
2518 2166
2519static const char img_12_mask12_frag_glsl[] = 2167static const char img_12_mask12_frag_src[] =
2520 "#ifdef GL_ES\n" 2168 "#ifdef GL_ES\n"
2521 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2169 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2522 "precision highp float;\n" 2170 "precision highp float;\n"
@@ -2549,12 +2197,8 @@ static const char img_12_mask12_frag_glsl[] =
2549 " * ma\n" 2197 " * ma\n"
2550 " ;\n" 2198 " ;\n"
2551 "}\n"; 2199 "}\n";
2552Evas_GL_Program_Source shader_img_12_mask12_frag_src =
2553{
2554 img_12_mask12_frag_glsl
2555};
2556 2200
2557static const char img_12_mask12_vert_glsl[] = 2201static const char img_12_mask12_vert_src[] =
2558 "#ifdef GL_ES\n" 2202 "#ifdef GL_ES\n"
2559 "precision highp float;\n" 2203 "precision highp float;\n"
2560 "#endif\n" 2204 "#endif\n"
@@ -2586,12 +2230,8 @@ static const char img_12_mask12_vert_glsl[] =
2586 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2230 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2587 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2231 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2588 "}\n"; 2232 "}\n";
2589Evas_GL_Program_Source shader_img_12_mask12_vert_src =
2590{
2591 img_12_mask12_vert_glsl
2592};
2593 2233
2594static const char img_21_mask12_frag_glsl[] = 2234static const char img_21_mask12_frag_src[] =
2595 "#ifdef GL_ES\n" 2235 "#ifdef GL_ES\n"
2596 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2236 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2597 "precision highp float;\n" 2237 "precision highp float;\n"
@@ -2624,12 +2264,8 @@ static const char img_21_mask12_frag_glsl[] =
2624 " * ma\n" 2264 " * ma\n"
2625 " ;\n" 2265 " ;\n"
2626 "}\n"; 2266 "}\n";
2627Evas_GL_Program_Source shader_img_21_mask12_frag_src =
2628{
2629 img_21_mask12_frag_glsl
2630};
2631 2267
2632static const char img_21_mask12_vert_glsl[] = 2268static const char img_21_mask12_vert_src[] =
2633 "#ifdef GL_ES\n" 2269 "#ifdef GL_ES\n"
2634 "precision highp float;\n" 2270 "precision highp float;\n"
2635 "#endif\n" 2271 "#endif\n"
@@ -2661,12 +2297,8 @@ static const char img_21_mask12_vert_glsl[] =
2661 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2297 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2662 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2298 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2663 "}\n"; 2299 "}\n";
2664Evas_GL_Program_Source shader_img_21_mask12_vert_src =
2665{
2666 img_21_mask12_vert_glsl
2667};
2668 2300
2669static const char img_22_mask12_frag_glsl[] = 2301static const char img_22_mask12_frag_src[] =
2670 "#ifdef GL_ES\n" 2302 "#ifdef GL_ES\n"
2671 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2303 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2672 "precision highp float;\n" 2304 "precision highp float;\n"
@@ -2701,12 +2333,8 @@ static const char img_22_mask12_frag_glsl[] =
2701 " * ma\n" 2333 " * ma\n"
2702 " ;\n" 2334 " ;\n"
2703 "}\n"; 2335 "}\n";
2704Evas_GL_Program_Source shader_img_22_mask12_frag_src =
2705{
2706 img_22_mask12_frag_glsl
2707};
2708 2336
2709static const char img_22_mask12_vert_glsl[] = 2337static const char img_22_mask12_vert_src[] =
2710 "#ifdef GL_ES\n" 2338 "#ifdef GL_ES\n"
2711 "precision highp float;\n" 2339 "precision highp float;\n"
2712 "#endif\n" 2340 "#endif\n"
@@ -2740,12 +2368,8 @@ static const char img_22_mask12_vert_glsl[] =
2740 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2368 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2741 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2369 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2742 "}\n"; 2370 "}\n";
2743Evas_GL_Program_Source shader_img_22_mask12_vert_src =
2744{
2745 img_22_mask12_vert_glsl
2746};
2747 2371
2748static const char img_12_bgra_mask12_frag_glsl[] = 2372static const char img_12_bgra_mask12_frag_src[] =
2749 "#ifdef GL_ES\n" 2373 "#ifdef GL_ES\n"
2750 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2374 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2751 "precision highp float;\n" 2375 "precision highp float;\n"
@@ -2778,12 +2402,8 @@ static const char img_12_bgra_mask12_frag_glsl[] =
2778 " * ma\n" 2402 " * ma\n"
2779 " ;\n" 2403 " ;\n"
2780 "}\n"; 2404 "}\n";
2781Evas_GL_Program_Source shader_img_12_bgra_mask12_frag_src =
2782{
2783 img_12_bgra_mask12_frag_glsl
2784};
2785 2405
2786static const char img_12_bgra_mask12_vert_glsl[] = 2406static const char img_12_bgra_mask12_vert_src[] =
2787 "#ifdef GL_ES\n" 2407 "#ifdef GL_ES\n"
2788 "precision highp float;\n" 2408 "precision highp float;\n"
2789 "#endif\n" 2409 "#endif\n"
@@ -2815,12 +2435,8 @@ static const char img_12_bgra_mask12_vert_glsl[] =
2815 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2435 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2816 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2436 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2817 "}\n"; 2437 "}\n";
2818Evas_GL_Program_Source shader_img_12_bgra_mask12_vert_src =
2819{
2820 img_12_bgra_mask12_vert_glsl
2821};
2822 2438
2823static const char img_21_bgra_mask12_frag_glsl[] = 2439static const char img_21_bgra_mask12_frag_src[] =
2824 "#ifdef GL_ES\n" 2440 "#ifdef GL_ES\n"
2825 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2441 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2826 "precision highp float;\n" 2442 "precision highp float;\n"
@@ -2853,12 +2469,8 @@ static const char img_21_bgra_mask12_frag_glsl[] =
2853 " * ma\n" 2469 " * ma\n"
2854 " ;\n" 2470 " ;\n"
2855 "}\n"; 2471 "}\n";
2856Evas_GL_Program_Source shader_img_21_bgra_mask12_frag_src =
2857{
2858 img_21_bgra_mask12_frag_glsl
2859};
2860 2472
2861static const char img_21_bgra_mask12_vert_glsl[] = 2473static const char img_21_bgra_mask12_vert_src[] =
2862 "#ifdef GL_ES\n" 2474 "#ifdef GL_ES\n"
2863 "precision highp float;\n" 2475 "precision highp float;\n"
2864 "#endif\n" 2476 "#endif\n"
@@ -2890,12 +2502,8 @@ static const char img_21_bgra_mask12_vert_glsl[] =
2890 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2502 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2891 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2503 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2892 "}\n"; 2504 "}\n";
2893Evas_GL_Program_Source shader_img_21_bgra_mask12_vert_src =
2894{
2895 img_21_bgra_mask12_vert_glsl
2896};
2897 2505
2898static const char img_22_bgra_mask12_frag_glsl[] = 2506static const char img_22_bgra_mask12_frag_src[] =
2899 "#ifdef GL_ES\n" 2507 "#ifdef GL_ES\n"
2900 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2508 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2901 "precision highp float;\n" 2509 "precision highp float;\n"
@@ -2930,12 +2538,8 @@ static const char img_22_bgra_mask12_frag_glsl[] =
2930 " * ma\n" 2538 " * ma\n"
2931 " ;\n" 2539 " ;\n"
2932 "}\n"; 2540 "}\n";
2933Evas_GL_Program_Source shader_img_22_bgra_mask12_frag_src =
2934{
2935 img_22_bgra_mask12_frag_glsl
2936};
2937 2541
2938static const char img_22_bgra_mask12_vert_glsl[] = 2542static const char img_22_bgra_mask12_vert_src[] =
2939 "#ifdef GL_ES\n" 2543 "#ifdef GL_ES\n"
2940 "precision highp float;\n" 2544 "precision highp float;\n"
2941 "#endif\n" 2545 "#endif\n"
@@ -2969,12 +2573,8 @@ static const char img_22_bgra_mask12_vert_glsl[] =
2969 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2573 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
2970 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2574 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
2971 "}\n"; 2575 "}\n";
2972Evas_GL_Program_Source shader_img_22_bgra_mask12_vert_src =
2973{
2974 img_22_bgra_mask12_vert_glsl
2975};
2976 2576
2977static const char img_mask12_nomul_frag_glsl[] = 2577static const char img_mask12_nomul_frag_src[] =
2978 "#ifdef GL_ES\n" 2578 "#ifdef GL_ES\n"
2979 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2579 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
2980 "precision highp float;\n" 2580 "precision highp float;\n"
@@ -3001,12 +2601,8 @@ static const char img_mask12_nomul_frag_glsl[] =
3001 " * ma\n" 2601 " * ma\n"
3002 " ;\n" 2602 " ;\n"
3003 "}\n"; 2603 "}\n";
3004Evas_GL_Program_Source shader_img_mask12_nomul_frag_src =
3005{
3006 img_mask12_nomul_frag_glsl
3007};
3008 2604
3009static const char img_mask12_nomul_vert_glsl[] = 2605static const char img_mask12_nomul_vert_src[] =
3010 "#ifdef GL_ES\n" 2606 "#ifdef GL_ES\n"
3011 "precision highp float;\n" 2607 "precision highp float;\n"
3012 "#endif\n" 2608 "#endif\n"
@@ -3029,12 +2625,8 @@ static const char img_mask12_nomul_vert_glsl[] =
3029 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2625 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3030 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2626 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3031 "}\n"; 2627 "}\n";
3032Evas_GL_Program_Source shader_img_mask12_nomul_vert_src =
3033{
3034 img_mask12_nomul_vert_glsl
3035};
3036 2628
3037static const char img_bgra_mask12_nomul_frag_glsl[] = 2629static const char img_bgra_mask12_nomul_frag_src[] =
3038 "#ifdef GL_ES\n" 2630 "#ifdef GL_ES\n"
3039 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2631 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3040 "precision highp float;\n" 2632 "precision highp float;\n"
@@ -3061,12 +2653,8 @@ static const char img_bgra_mask12_nomul_frag_glsl[] =
3061 " * ma\n" 2653 " * ma\n"
3062 " ;\n" 2654 " ;\n"
3063 "}\n"; 2655 "}\n";
3064Evas_GL_Program_Source shader_img_bgra_mask12_nomul_frag_src =
3065{
3066 img_bgra_mask12_nomul_frag_glsl
3067};
3068 2656
3069static const char img_bgra_mask12_nomul_vert_glsl[] = 2657static const char img_bgra_mask12_nomul_vert_src[] =
3070 "#ifdef GL_ES\n" 2658 "#ifdef GL_ES\n"
3071 "precision highp float;\n" 2659 "precision highp float;\n"
3072 "#endif\n" 2660 "#endif\n"
@@ -3089,12 +2677,8 @@ static const char img_bgra_mask12_nomul_vert_glsl[] =
3089 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2677 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3090 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2678 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3091 "}\n"; 2679 "}\n";
3092Evas_GL_Program_Source shader_img_bgra_mask12_nomul_vert_src =
3093{
3094 img_bgra_mask12_nomul_vert_glsl
3095};
3096 2680
3097static const char img_12_mask12_nomul_frag_glsl[] = 2681static const char img_12_mask12_nomul_frag_src[] =
3098 "#ifdef GL_ES\n" 2682 "#ifdef GL_ES\n"
3099 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2683 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3100 "precision highp float;\n" 2684 "precision highp float;\n"
@@ -3125,12 +2709,8 @@ static const char img_12_mask12_nomul_frag_glsl[] =
3125 " * ma\n" 2709 " * ma\n"
3126 " ;\n" 2710 " ;\n"
3127 "}\n"; 2711 "}\n";
3128Evas_GL_Program_Source shader_img_12_mask12_nomul_frag_src =
3129{
3130 img_12_mask12_nomul_frag_glsl
3131};
3132 2712
3133static const char img_12_mask12_nomul_vert_glsl[] = 2713static const char img_12_mask12_nomul_vert_src[] =
3134 "#ifdef GL_ES\n" 2714 "#ifdef GL_ES\n"
3135 "precision highp float;\n" 2715 "precision highp float;\n"
3136 "#endif\n" 2716 "#endif\n"
@@ -3159,12 +2739,8 @@ static const char img_12_mask12_nomul_vert_glsl[] =
3159 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2739 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3160 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2740 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3161 "}\n"; 2741 "}\n";
3162Evas_GL_Program_Source shader_img_12_mask12_nomul_vert_src =
3163{
3164 img_12_mask12_nomul_vert_glsl
3165};
3166 2742
3167static const char img_21_mask12_nomul_frag_glsl[] = 2743static const char img_21_mask12_nomul_frag_src[] =
3168 "#ifdef GL_ES\n" 2744 "#ifdef GL_ES\n"
3169 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2745 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3170 "precision highp float;\n" 2746 "precision highp float;\n"
@@ -3195,12 +2771,8 @@ static const char img_21_mask12_nomul_frag_glsl[] =
3195 " * ma\n" 2771 " * ma\n"
3196 " ;\n" 2772 " ;\n"
3197 "}\n"; 2773 "}\n";
3198Evas_GL_Program_Source shader_img_21_mask12_nomul_frag_src =
3199{
3200 img_21_mask12_nomul_frag_glsl
3201};
3202 2774
3203static const char img_21_mask12_nomul_vert_glsl[] = 2775static const char img_21_mask12_nomul_vert_src[] =
3204 "#ifdef GL_ES\n" 2776 "#ifdef GL_ES\n"
3205 "precision highp float;\n" 2777 "precision highp float;\n"
3206 "#endif\n" 2778 "#endif\n"
@@ -3229,12 +2801,8 @@ static const char img_21_mask12_nomul_vert_glsl[] =
3229 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2801 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3230 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2802 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3231 "}\n"; 2803 "}\n";
3232Evas_GL_Program_Source shader_img_21_mask12_nomul_vert_src =
3233{
3234 img_21_mask12_nomul_vert_glsl
3235};
3236 2804
3237static const char img_22_mask12_nomul_frag_glsl[] = 2805static const char img_22_mask12_nomul_frag_src[] =
3238 "#ifdef GL_ES\n" 2806 "#ifdef GL_ES\n"
3239 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2807 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3240 "precision highp float;\n" 2808 "precision highp float;\n"
@@ -3267,12 +2835,8 @@ static const char img_22_mask12_nomul_frag_glsl[] =
3267 " * ma\n" 2835 " * ma\n"
3268 " ;\n" 2836 " ;\n"
3269 "}\n"; 2837 "}\n";
3270Evas_GL_Program_Source shader_img_22_mask12_nomul_frag_src =
3271{
3272 img_22_mask12_nomul_frag_glsl
3273};
3274 2838
3275static const char img_22_mask12_nomul_vert_glsl[] = 2839static const char img_22_mask12_nomul_vert_src[] =
3276 "#ifdef GL_ES\n" 2840 "#ifdef GL_ES\n"
3277 "precision highp float;\n" 2841 "precision highp float;\n"
3278 "#endif\n" 2842 "#endif\n"
@@ -3303,12 +2867,8 @@ static const char img_22_mask12_nomul_vert_glsl[] =
3303 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2867 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3304 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2868 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3305 "}\n"; 2869 "}\n";
3306Evas_GL_Program_Source shader_img_22_mask12_nomul_vert_src =
3307{
3308 img_22_mask12_nomul_vert_glsl
3309};
3310 2870
3311static const char img_12_bgra_mask12_nomul_frag_glsl[] = 2871static const char img_12_bgra_mask12_nomul_frag_src[] =
3312 "#ifdef GL_ES\n" 2872 "#ifdef GL_ES\n"
3313 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2873 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3314 "precision highp float;\n" 2874 "precision highp float;\n"
@@ -3339,12 +2899,8 @@ static const char img_12_bgra_mask12_nomul_frag_glsl[] =
3339 " * ma\n" 2899 " * ma\n"
3340 " ;\n" 2900 " ;\n"
3341 "}\n"; 2901 "}\n";
3342Evas_GL_Program_Source shader_img_12_bgra_mask12_nomul_frag_src =
3343{
3344 img_12_bgra_mask12_nomul_frag_glsl
3345};
3346 2902
3347static const char img_12_bgra_mask12_nomul_vert_glsl[] = 2903static const char img_12_bgra_mask12_nomul_vert_src[] =
3348 "#ifdef GL_ES\n" 2904 "#ifdef GL_ES\n"
3349 "precision highp float;\n" 2905 "precision highp float;\n"
3350 "#endif\n" 2906 "#endif\n"
@@ -3373,12 +2929,8 @@ static const char img_12_bgra_mask12_nomul_vert_glsl[] =
3373 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2929 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3374 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2930 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3375 "}\n"; 2931 "}\n";
3376Evas_GL_Program_Source shader_img_12_bgra_mask12_nomul_vert_src =
3377{
3378 img_12_bgra_mask12_nomul_vert_glsl
3379};
3380 2932
3381static const char img_21_bgra_mask12_nomul_frag_glsl[] = 2933static const char img_21_bgra_mask12_nomul_frag_src[] =
3382 "#ifdef GL_ES\n" 2934 "#ifdef GL_ES\n"
3383 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2935 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3384 "precision highp float;\n" 2936 "precision highp float;\n"
@@ -3409,12 +2961,8 @@ static const char img_21_bgra_mask12_nomul_frag_glsl[] =
3409 " * ma\n" 2961 " * ma\n"
3410 " ;\n" 2962 " ;\n"
3411 "}\n"; 2963 "}\n";
3412Evas_GL_Program_Source shader_img_21_bgra_mask12_nomul_frag_src =
3413{
3414 img_21_bgra_mask12_nomul_frag_glsl
3415};
3416 2964
3417static const char img_21_bgra_mask12_nomul_vert_glsl[] = 2965static const char img_21_bgra_mask12_nomul_vert_src[] =
3418 "#ifdef GL_ES\n" 2966 "#ifdef GL_ES\n"
3419 "precision highp float;\n" 2967 "precision highp float;\n"
3420 "#endif\n" 2968 "#endif\n"
@@ -3443,12 +2991,8 @@ static const char img_21_bgra_mask12_nomul_vert_glsl[] =
3443 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 2991 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3444 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 2992 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3445 "}\n"; 2993 "}\n";
3446Evas_GL_Program_Source shader_img_21_bgra_mask12_nomul_vert_src =
3447{
3448 img_21_bgra_mask12_nomul_vert_glsl
3449};
3450 2994
3451static const char img_22_bgra_mask12_nomul_frag_glsl[] = 2995static const char img_22_bgra_mask12_nomul_frag_src[] =
3452 "#ifdef GL_ES\n" 2996 "#ifdef GL_ES\n"
3453 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 2997 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3454 "precision highp float;\n" 2998 "precision highp float;\n"
@@ -3481,12 +3025,8 @@ static const char img_22_bgra_mask12_nomul_frag_glsl[] =
3481 " * ma\n" 3025 " * ma\n"
3482 " ;\n" 3026 " ;\n"
3483 "}\n"; 3027 "}\n";
3484Evas_GL_Program_Source shader_img_22_bgra_mask12_nomul_frag_src =
3485{
3486 img_22_bgra_mask12_nomul_frag_glsl
3487};
3488 3028
3489static const char img_22_bgra_mask12_nomul_vert_glsl[] = 3029static const char img_22_bgra_mask12_nomul_vert_src[] =
3490 "#ifdef GL_ES\n" 3030 "#ifdef GL_ES\n"
3491 "precision highp float;\n" 3031 "precision highp float;\n"
3492 "#endif\n" 3032 "#endif\n"
@@ -3517,12 +3057,8 @@ static const char img_22_bgra_mask12_nomul_vert_glsl[] =
3517 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3057 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3518 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3058 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3519 "}\n"; 3059 "}\n";
3520Evas_GL_Program_Source shader_img_22_bgra_mask12_nomul_vert_src =
3521{
3522 img_22_bgra_mask12_nomul_vert_glsl
3523};
3524 3060
3525static const char img_mask21_frag_glsl[] = 3061static const char img_mask21_frag_src[] =
3526 "#ifdef GL_ES\n" 3062 "#ifdef GL_ES\n"
3527 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3063 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3528 "precision highp float;\n" 3064 "precision highp float;\n"
@@ -3551,12 +3087,8 @@ static const char img_mask21_frag_glsl[] =
3551 " * ma\n" 3087 " * ma\n"
3552 " ;\n" 3088 " ;\n"
3553 "}\n"; 3089 "}\n";
3554Evas_GL_Program_Source shader_img_mask21_frag_src =
3555{
3556 img_mask21_frag_glsl
3557};
3558 3090
3559static const char img_mask21_vert_glsl[] = 3091static const char img_mask21_vert_src[] =
3560 "#ifdef GL_ES\n" 3092 "#ifdef GL_ES\n"
3561 "precision highp float;\n" 3093 "precision highp float;\n"
3562 "#endif\n" 3094 "#endif\n"
@@ -3582,12 +3114,8 @@ static const char img_mask21_vert_glsl[] =
3582 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3114 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3583 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3115 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3584 "}\n"; 3116 "}\n";
3585Evas_GL_Program_Source shader_img_mask21_vert_src =
3586{
3587 img_mask21_vert_glsl
3588};
3589 3117
3590static const char img_bgra_mask21_frag_glsl[] = 3118static const char img_bgra_mask21_frag_src[] =
3591 "#ifdef GL_ES\n" 3119 "#ifdef GL_ES\n"
3592 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3120 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3593 "precision highp float;\n" 3121 "precision highp float;\n"
@@ -3616,12 +3144,8 @@ static const char img_bgra_mask21_frag_glsl[] =
3616 " * ma\n" 3144 " * ma\n"
3617 " ;\n" 3145 " ;\n"
3618 "}\n"; 3146 "}\n";
3619Evas_GL_Program_Source shader_img_bgra_mask21_frag_src =
3620{
3621 img_bgra_mask21_frag_glsl
3622};
3623 3147
3624static const char img_bgra_mask21_vert_glsl[] = 3148static const char img_bgra_mask21_vert_src[] =
3625 "#ifdef GL_ES\n" 3149 "#ifdef GL_ES\n"
3626 "precision highp float;\n" 3150 "precision highp float;\n"
3627 "#endif\n" 3151 "#endif\n"
@@ -3647,12 +3171,8 @@ static const char img_bgra_mask21_vert_glsl[] =
3647 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3171 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3648 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3172 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3649 "}\n"; 3173 "}\n";
3650Evas_GL_Program_Source shader_img_bgra_mask21_vert_src =
3651{
3652 img_bgra_mask21_vert_glsl
3653};
3654 3174
3655static const char img_12_mask21_frag_glsl[] = 3175static const char img_12_mask21_frag_src[] =
3656 "#ifdef GL_ES\n" 3176 "#ifdef GL_ES\n"
3657 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3177 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3658 "precision highp float;\n" 3178 "precision highp float;\n"
@@ -3685,12 +3205,8 @@ static const char img_12_mask21_frag_glsl[] =
3685 " * ma\n" 3205 " * ma\n"
3686 " ;\n" 3206 " ;\n"
3687 "}\n"; 3207 "}\n";
3688Evas_GL_Program_Source shader_img_12_mask21_frag_src =
3689{
3690 img_12_mask21_frag_glsl
3691};
3692 3208
3693static const char img_12_mask21_vert_glsl[] = 3209static const char img_12_mask21_vert_src[] =
3694 "#ifdef GL_ES\n" 3210 "#ifdef GL_ES\n"
3695 "precision highp float;\n" 3211 "precision highp float;\n"
3696 "#endif\n" 3212 "#endif\n"
@@ -3722,12 +3238,8 @@ static const char img_12_mask21_vert_glsl[] =
3722 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3238 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3723 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3239 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3724 "}\n"; 3240 "}\n";
3725Evas_GL_Program_Source shader_img_12_mask21_vert_src =
3726{
3727 img_12_mask21_vert_glsl
3728};
3729 3241
3730static const char img_21_mask21_frag_glsl[] = 3242static const char img_21_mask21_frag_src[] =
3731 "#ifdef GL_ES\n" 3243 "#ifdef GL_ES\n"
3732 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3244 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3733 "precision highp float;\n" 3245 "precision highp float;\n"
@@ -3760,12 +3272,8 @@ static const char img_21_mask21_frag_glsl[] =
3760 " * ma\n" 3272 " * ma\n"
3761 " ;\n" 3273 " ;\n"
3762 "}\n"; 3274 "}\n";
3763Evas_GL_Program_Source shader_img_21_mask21_frag_src =
3764{
3765 img_21_mask21_frag_glsl
3766};
3767 3275
3768static const char img_21_mask21_vert_glsl[] = 3276static const char img_21_mask21_vert_src[] =
3769 "#ifdef GL_ES\n" 3277 "#ifdef GL_ES\n"
3770 "precision highp float;\n" 3278 "precision highp float;\n"
3771 "#endif\n" 3279 "#endif\n"
@@ -3797,12 +3305,8 @@ static const char img_21_mask21_vert_glsl[] =
3797 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3305 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3798 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3306 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3799 "}\n"; 3307 "}\n";
3800Evas_GL_Program_Source shader_img_21_mask21_vert_src =
3801{
3802 img_21_mask21_vert_glsl
3803};
3804 3308
3805static const char img_22_mask21_frag_glsl[] = 3309static const char img_22_mask21_frag_src[] =
3806 "#ifdef GL_ES\n" 3310 "#ifdef GL_ES\n"
3807 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3311 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3808 "precision highp float;\n" 3312 "precision highp float;\n"
@@ -3837,12 +3341,8 @@ static const char img_22_mask21_frag_glsl[] =
3837 " * ma\n" 3341 " * ma\n"
3838 " ;\n" 3342 " ;\n"
3839 "}\n"; 3343 "}\n";
3840Evas_GL_Program_Source shader_img_22_mask21_frag_src =
3841{
3842 img_22_mask21_frag_glsl
3843};
3844 3344
3845static const char img_22_mask21_vert_glsl[] = 3345static const char img_22_mask21_vert_src[] =
3846 "#ifdef GL_ES\n" 3346 "#ifdef GL_ES\n"
3847 "precision highp float;\n" 3347 "precision highp float;\n"
3848 "#endif\n" 3348 "#endif\n"
@@ -3876,12 +3376,8 @@ static const char img_22_mask21_vert_glsl[] =
3876 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3376 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3877 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3377 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3878 "}\n"; 3378 "}\n";
3879Evas_GL_Program_Source shader_img_22_mask21_vert_src =
3880{
3881 img_22_mask21_vert_glsl
3882};
3883 3379
3884static const char img_12_bgra_mask21_frag_glsl[] = 3380static const char img_12_bgra_mask21_frag_src[] =
3885 "#ifdef GL_ES\n" 3381 "#ifdef GL_ES\n"
3886 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3382 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3887 "precision highp float;\n" 3383 "precision highp float;\n"
@@ -3914,12 +3410,8 @@ static const char img_12_bgra_mask21_frag_glsl[] =
3914 " * ma\n" 3410 " * ma\n"
3915 " ;\n" 3411 " ;\n"
3916 "}\n"; 3412 "}\n";
3917Evas_GL_Program_Source shader_img_12_bgra_mask21_frag_src =
3918{
3919 img_12_bgra_mask21_frag_glsl
3920};
3921 3413
3922static const char img_12_bgra_mask21_vert_glsl[] = 3414static const char img_12_bgra_mask21_vert_src[] =
3923 "#ifdef GL_ES\n" 3415 "#ifdef GL_ES\n"
3924 "precision highp float;\n" 3416 "precision highp float;\n"
3925 "#endif\n" 3417 "#endif\n"
@@ -3951,12 +3443,8 @@ static const char img_12_bgra_mask21_vert_glsl[] =
3951 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3443 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
3952 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3444 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
3953 "}\n"; 3445 "}\n";
3954Evas_GL_Program_Source shader_img_12_bgra_mask21_vert_src =
3955{
3956 img_12_bgra_mask21_vert_glsl
3957};
3958 3446
3959static const char img_21_bgra_mask21_frag_glsl[] = 3447static const char img_21_bgra_mask21_frag_src[] =
3960 "#ifdef GL_ES\n" 3448 "#ifdef GL_ES\n"
3961 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3449 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
3962 "precision highp float;\n" 3450 "precision highp float;\n"
@@ -3989,12 +3477,8 @@ static const char img_21_bgra_mask21_frag_glsl[] =
3989 " * ma\n" 3477 " * ma\n"
3990 " ;\n" 3478 " ;\n"
3991 "}\n"; 3479 "}\n";
3992Evas_GL_Program_Source shader_img_21_bgra_mask21_frag_src =
3993{
3994 img_21_bgra_mask21_frag_glsl
3995};
3996 3480
3997static const char img_21_bgra_mask21_vert_glsl[] = 3481static const char img_21_bgra_mask21_vert_src[] =
3998 "#ifdef GL_ES\n" 3482 "#ifdef GL_ES\n"
3999 "precision highp float;\n" 3483 "precision highp float;\n"
4000 "#endif\n" 3484 "#endif\n"
@@ -4026,12 +3510,8 @@ static const char img_21_bgra_mask21_vert_glsl[] =
4026 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3510 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4027 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3511 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4028 "}\n"; 3512 "}\n";
4029Evas_GL_Program_Source shader_img_21_bgra_mask21_vert_src =
4030{
4031 img_21_bgra_mask21_vert_glsl
4032};
4033 3513
4034static const char img_22_bgra_mask21_frag_glsl[] = 3514static const char img_22_bgra_mask21_frag_src[] =
4035 "#ifdef GL_ES\n" 3515 "#ifdef GL_ES\n"
4036 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3516 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4037 "precision highp float;\n" 3517 "precision highp float;\n"
@@ -4066,12 +3546,8 @@ static const char img_22_bgra_mask21_frag_glsl[] =
4066 " * ma\n" 3546 " * ma\n"
4067 " ;\n" 3547 " ;\n"
4068 "}\n"; 3548 "}\n";
4069Evas_GL_Program_Source shader_img_22_bgra_mask21_frag_src =
4070{
4071 img_22_bgra_mask21_frag_glsl
4072};
4073 3549
4074static const char img_22_bgra_mask21_vert_glsl[] = 3550static const char img_22_bgra_mask21_vert_src[] =
4075 "#ifdef GL_ES\n" 3551 "#ifdef GL_ES\n"
4076 "precision highp float;\n" 3552 "precision highp float;\n"
4077 "#endif\n" 3553 "#endif\n"
@@ -4105,12 +3581,8 @@ static const char img_22_bgra_mask21_vert_glsl[] =
4105 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3581 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4106 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3582 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4107 "}\n"; 3583 "}\n";
4108Evas_GL_Program_Source shader_img_22_bgra_mask21_vert_src =
4109{
4110 img_22_bgra_mask21_vert_glsl
4111};
4112 3584
4113static const char img_mask21_nomul_frag_glsl[] = 3585static const char img_mask21_nomul_frag_src[] =
4114 "#ifdef GL_ES\n" 3586 "#ifdef GL_ES\n"
4115 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3587 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4116 "precision highp float;\n" 3588 "precision highp float;\n"
@@ -4137,12 +3609,8 @@ static const char img_mask21_nomul_frag_glsl[] =
4137 " * ma\n" 3609 " * ma\n"
4138 " ;\n" 3610 " ;\n"
4139 "}\n"; 3611 "}\n";
4140Evas_GL_Program_Source shader_img_mask21_nomul_frag_src =
4141{
4142 img_mask21_nomul_frag_glsl
4143};
4144 3612
4145static const char img_mask21_nomul_vert_glsl[] = 3613static const char img_mask21_nomul_vert_src[] =
4146 "#ifdef GL_ES\n" 3614 "#ifdef GL_ES\n"
4147 "precision highp float;\n" 3615 "precision highp float;\n"
4148 "#endif\n" 3616 "#endif\n"
@@ -4165,12 +3633,8 @@ static const char img_mask21_nomul_vert_glsl[] =
4165 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3633 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4166 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3634 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4167 "}\n"; 3635 "}\n";
4168Evas_GL_Program_Source shader_img_mask21_nomul_vert_src =
4169{
4170 img_mask21_nomul_vert_glsl
4171};
4172 3636
4173static const char img_bgra_mask21_nomul_frag_glsl[] = 3637static const char img_bgra_mask21_nomul_frag_src[] =
4174 "#ifdef GL_ES\n" 3638 "#ifdef GL_ES\n"
4175 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3639 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4176 "precision highp float;\n" 3640 "precision highp float;\n"
@@ -4197,12 +3661,8 @@ static const char img_bgra_mask21_nomul_frag_glsl[] =
4197 " * ma\n" 3661 " * ma\n"
4198 " ;\n" 3662 " ;\n"
4199 "}\n"; 3663 "}\n";
4200Evas_GL_Program_Source shader_img_bgra_mask21_nomul_frag_src =
4201{
4202 img_bgra_mask21_nomul_frag_glsl
4203};
4204 3664
4205static const char img_bgra_mask21_nomul_vert_glsl[] = 3665static const char img_bgra_mask21_nomul_vert_src[] =
4206 "#ifdef GL_ES\n" 3666 "#ifdef GL_ES\n"
4207 "precision highp float;\n" 3667 "precision highp float;\n"
4208 "#endif\n" 3668 "#endif\n"
@@ -4225,12 +3685,8 @@ static const char img_bgra_mask21_nomul_vert_glsl[] =
4225 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3685 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4226 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3686 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4227 "}\n"; 3687 "}\n";
4228Evas_GL_Program_Source shader_img_bgra_mask21_nomul_vert_src =
4229{
4230 img_bgra_mask21_nomul_vert_glsl
4231};
4232 3688
4233static const char img_12_mask21_nomul_frag_glsl[] = 3689static const char img_12_mask21_nomul_frag_src[] =
4234 "#ifdef GL_ES\n" 3690 "#ifdef GL_ES\n"
4235 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3691 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4236 "precision highp float;\n" 3692 "precision highp float;\n"
@@ -4261,12 +3717,8 @@ static const char img_12_mask21_nomul_frag_glsl[] =
4261 " * ma\n" 3717 " * ma\n"
4262 " ;\n" 3718 " ;\n"
4263 "}\n"; 3719 "}\n";
4264Evas_GL_Program_Source shader_img_12_mask21_nomul_frag_src =
4265{
4266 img_12_mask21_nomul_frag_glsl
4267};
4268 3720
4269static const char img_12_mask21_nomul_vert_glsl[] = 3721static const char img_12_mask21_nomul_vert_src[] =
4270 "#ifdef GL_ES\n" 3722 "#ifdef GL_ES\n"
4271 "precision highp float;\n" 3723 "precision highp float;\n"
4272 "#endif\n" 3724 "#endif\n"
@@ -4295,12 +3747,8 @@ static const char img_12_mask21_nomul_vert_glsl[] =
4295 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3747 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4296 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3748 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4297 "}\n"; 3749 "}\n";
4298Evas_GL_Program_Source shader_img_12_mask21_nomul_vert_src =
4299{
4300 img_12_mask21_nomul_vert_glsl
4301};
4302 3750
4303static const char img_21_mask21_nomul_frag_glsl[] = 3751static const char img_21_mask21_nomul_frag_src[] =
4304 "#ifdef GL_ES\n" 3752 "#ifdef GL_ES\n"
4305 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3753 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4306 "precision highp float;\n" 3754 "precision highp float;\n"
@@ -4331,12 +3779,8 @@ static const char img_21_mask21_nomul_frag_glsl[] =
4331 " * ma\n" 3779 " * ma\n"
4332 " ;\n" 3780 " ;\n"
4333 "}\n"; 3781 "}\n";
4334Evas_GL_Program_Source shader_img_21_mask21_nomul_frag_src =
4335{
4336 img_21_mask21_nomul_frag_glsl
4337};
4338 3782
4339static const char img_21_mask21_nomul_vert_glsl[] = 3783static const char img_21_mask21_nomul_vert_src[] =
4340 "#ifdef GL_ES\n" 3784 "#ifdef GL_ES\n"
4341 "precision highp float;\n" 3785 "precision highp float;\n"
4342 "#endif\n" 3786 "#endif\n"
@@ -4365,12 +3809,8 @@ static const char img_21_mask21_nomul_vert_glsl[] =
4365 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3809 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4366 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3810 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4367 "}\n"; 3811 "}\n";
4368Evas_GL_Program_Source shader_img_21_mask21_nomul_vert_src =
4369{
4370 img_21_mask21_nomul_vert_glsl
4371};
4372 3812
4373static const char img_22_mask21_nomul_frag_glsl[] = 3813static const char img_22_mask21_nomul_frag_src[] =
4374 "#ifdef GL_ES\n" 3814 "#ifdef GL_ES\n"
4375 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3815 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4376 "precision highp float;\n" 3816 "precision highp float;\n"
@@ -4403,12 +3843,8 @@ static const char img_22_mask21_nomul_frag_glsl[] =
4403 " * ma\n" 3843 " * ma\n"
4404 " ;\n" 3844 " ;\n"
4405 "}\n"; 3845 "}\n";
4406Evas_GL_Program_Source shader_img_22_mask21_nomul_frag_src =
4407{
4408 img_22_mask21_nomul_frag_glsl
4409};
4410 3846
4411static const char img_22_mask21_nomul_vert_glsl[] = 3847static const char img_22_mask21_nomul_vert_src[] =
4412 "#ifdef GL_ES\n" 3848 "#ifdef GL_ES\n"
4413 "precision highp float;\n" 3849 "precision highp float;\n"
4414 "#endif\n" 3850 "#endif\n"
@@ -4439,12 +3875,8 @@ static const char img_22_mask21_nomul_vert_glsl[] =
4439 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3875 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4440 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3876 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4441 "}\n"; 3877 "}\n";
4442Evas_GL_Program_Source shader_img_22_mask21_nomul_vert_src =
4443{
4444 img_22_mask21_nomul_vert_glsl
4445};
4446 3878
4447static const char img_12_bgra_mask21_nomul_frag_glsl[] = 3879static const char img_12_bgra_mask21_nomul_frag_src[] =
4448 "#ifdef GL_ES\n" 3880 "#ifdef GL_ES\n"
4449 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3881 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4450 "precision highp float;\n" 3882 "precision highp float;\n"
@@ -4475,12 +3907,8 @@ static const char img_12_bgra_mask21_nomul_frag_glsl[] =
4475 " * ma\n" 3907 " * ma\n"
4476 " ;\n" 3908 " ;\n"
4477 "}\n"; 3909 "}\n";
4478Evas_GL_Program_Source shader_img_12_bgra_mask21_nomul_frag_src =
4479{
4480 img_12_bgra_mask21_nomul_frag_glsl
4481};
4482 3910
4483static const char img_12_bgra_mask21_nomul_vert_glsl[] = 3911static const char img_12_bgra_mask21_nomul_vert_src[] =
4484 "#ifdef GL_ES\n" 3912 "#ifdef GL_ES\n"
4485 "precision highp float;\n" 3913 "precision highp float;\n"
4486 "#endif\n" 3914 "#endif\n"
@@ -4509,12 +3937,8 @@ static const char img_12_bgra_mask21_nomul_vert_glsl[] =
4509 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3937 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4510 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 3938 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4511 "}\n"; 3939 "}\n";
4512Evas_GL_Program_Source shader_img_12_bgra_mask21_nomul_vert_src =
4513{
4514 img_12_bgra_mask21_nomul_vert_glsl
4515};
4516 3940
4517static const char img_21_bgra_mask21_nomul_frag_glsl[] = 3941static const char img_21_bgra_mask21_nomul_frag_src[] =
4518 "#ifdef GL_ES\n" 3942 "#ifdef GL_ES\n"
4519 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 3943 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4520 "precision highp float;\n" 3944 "precision highp float;\n"
@@ -4545,12 +3969,8 @@ static const char img_21_bgra_mask21_nomul_frag_glsl[] =
4545 " * ma\n" 3969 " * ma\n"
4546 " ;\n" 3970 " ;\n"
4547 "}\n"; 3971 "}\n";
4548Evas_GL_Program_Source shader_img_21_bgra_mask21_nomul_frag_src =
4549{
4550 img_21_bgra_mask21_nomul_frag_glsl
4551};
4552 3972
4553static const char img_21_bgra_mask21_nomul_vert_glsl[] = 3973static const char img_21_bgra_mask21_nomul_vert_src[] =
4554 "#ifdef GL_ES\n" 3974 "#ifdef GL_ES\n"
4555 "precision highp float;\n" 3975 "precision highp float;\n"
4556 "#endif\n" 3976 "#endif\n"
@@ -4579,12 +3999,8 @@ static const char img_21_bgra_mask21_nomul_vert_glsl[] =
4579 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 3999 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4580 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4000 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4581 "}\n"; 4001 "}\n";
4582Evas_GL_Program_Source shader_img_21_bgra_mask21_nomul_vert_src =
4583{
4584 img_21_bgra_mask21_nomul_vert_glsl
4585};
4586 4002
4587static const char img_22_bgra_mask21_nomul_frag_glsl[] = 4003static const char img_22_bgra_mask21_nomul_frag_src[] =
4588 "#ifdef GL_ES\n" 4004 "#ifdef GL_ES\n"
4589 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4005 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4590 "precision highp float;\n" 4006 "precision highp float;\n"
@@ -4617,12 +4033,8 @@ static const char img_22_bgra_mask21_nomul_frag_glsl[] =
4617 " * ma\n" 4033 " * ma\n"
4618 " ;\n" 4034 " ;\n"
4619 "}\n"; 4035 "}\n";
4620Evas_GL_Program_Source shader_img_22_bgra_mask21_nomul_frag_src =
4621{
4622 img_22_bgra_mask21_nomul_frag_glsl
4623};
4624 4036
4625static const char img_22_bgra_mask21_nomul_vert_glsl[] = 4037static const char img_22_bgra_mask21_nomul_vert_src[] =
4626 "#ifdef GL_ES\n" 4038 "#ifdef GL_ES\n"
4627 "precision highp float;\n" 4039 "precision highp float;\n"
4628 "#endif\n" 4040 "#endif\n"
@@ -4653,12 +4065,8 @@ static const char img_22_bgra_mask21_nomul_vert_glsl[] =
4653 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4065 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4654 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4066 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4655 "}\n"; 4067 "}\n";
4656Evas_GL_Program_Source shader_img_22_bgra_mask21_nomul_vert_src =
4657{
4658 img_22_bgra_mask21_nomul_vert_glsl
4659};
4660 4068
4661static const char img_mask22_frag_glsl[] = 4069static const char img_mask22_frag_src[] =
4662 "#ifdef GL_ES\n" 4070 "#ifdef GL_ES\n"
4663 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4071 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4664 "precision highp float;\n" 4072 "precision highp float;\n"
@@ -4689,12 +4097,8 @@ static const char img_mask22_frag_glsl[] =
4689 " * ma\n" 4097 " * ma\n"
4690 " ;\n" 4098 " ;\n"
4691 "}\n"; 4099 "}\n";
4692Evas_GL_Program_Source shader_img_mask22_frag_src =
4693{
4694 img_mask22_frag_glsl
4695};
4696 4100
4697static const char img_mask22_vert_glsl[] = 4101static const char img_mask22_vert_src[] =
4698 "#ifdef GL_ES\n" 4102 "#ifdef GL_ES\n"
4699 "precision highp float;\n" 4103 "precision highp float;\n"
4700 "#endif\n" 4104 "#endif\n"
@@ -4722,12 +4126,8 @@ static const char img_mask22_vert_glsl[] =
4722 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4126 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4723 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4127 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4724 "}\n"; 4128 "}\n";
4725Evas_GL_Program_Source shader_img_mask22_vert_src =
4726{
4727 img_mask22_vert_glsl
4728};
4729 4129
4730static const char img_bgra_mask22_frag_glsl[] = 4130static const char img_bgra_mask22_frag_src[] =
4731 "#ifdef GL_ES\n" 4131 "#ifdef GL_ES\n"
4732 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4132 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4733 "precision highp float;\n" 4133 "precision highp float;\n"
@@ -4758,12 +4158,8 @@ static const char img_bgra_mask22_frag_glsl[] =
4758 " * ma\n" 4158 " * ma\n"
4759 " ;\n" 4159 " ;\n"
4760 "}\n"; 4160 "}\n";
4761Evas_GL_Program_Source shader_img_bgra_mask22_frag_src =
4762{
4763 img_bgra_mask22_frag_glsl
4764};
4765 4161
4766static const char img_bgra_mask22_vert_glsl[] = 4162static const char img_bgra_mask22_vert_src[] =
4767 "#ifdef GL_ES\n" 4163 "#ifdef GL_ES\n"
4768 "precision highp float;\n" 4164 "precision highp float;\n"
4769 "#endif\n" 4165 "#endif\n"
@@ -4791,12 +4187,8 @@ static const char img_bgra_mask22_vert_glsl[] =
4791 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4187 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4792 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4188 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4793 "}\n"; 4189 "}\n";
4794Evas_GL_Program_Source shader_img_bgra_mask22_vert_src =
4795{
4796 img_bgra_mask22_vert_glsl
4797};
4798 4190
4799static const char img_12_mask22_frag_glsl[] = 4191static const char img_12_mask22_frag_src[] =
4800 "#ifdef GL_ES\n" 4192 "#ifdef GL_ES\n"
4801 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4193 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4802 "precision highp float;\n" 4194 "precision highp float;\n"
@@ -4831,12 +4223,8 @@ static const char img_12_mask22_frag_glsl[] =
4831 " * ma\n" 4223 " * ma\n"
4832 " ;\n" 4224 " ;\n"
4833 "}\n"; 4225 "}\n";
4834Evas_GL_Program_Source shader_img_12_mask22_frag_src =
4835{
4836 img_12_mask22_frag_glsl
4837};
4838 4226
4839static const char img_12_mask22_vert_glsl[] = 4227static const char img_12_mask22_vert_src[] =
4840 "#ifdef GL_ES\n" 4228 "#ifdef GL_ES\n"
4841 "precision highp float;\n" 4229 "precision highp float;\n"
4842 "#endif\n" 4230 "#endif\n"
@@ -4870,12 +4258,8 @@ static const char img_12_mask22_vert_glsl[] =
4870 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4258 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4871 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4259 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4872 "}\n"; 4260 "}\n";
4873Evas_GL_Program_Source shader_img_12_mask22_vert_src =
4874{
4875 img_12_mask22_vert_glsl
4876};
4877 4261
4878static const char img_21_mask22_frag_glsl[] = 4262static const char img_21_mask22_frag_src[] =
4879 "#ifdef GL_ES\n" 4263 "#ifdef GL_ES\n"
4880 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4264 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4881 "precision highp float;\n" 4265 "precision highp float;\n"
@@ -4910,12 +4294,8 @@ static const char img_21_mask22_frag_glsl[] =
4910 " * ma\n" 4294 " * ma\n"
4911 " ;\n" 4295 " ;\n"
4912 "}\n"; 4296 "}\n";
4913Evas_GL_Program_Source shader_img_21_mask22_frag_src =
4914{
4915 img_21_mask22_frag_glsl
4916};
4917 4297
4918static const char img_21_mask22_vert_glsl[] = 4298static const char img_21_mask22_vert_src[] =
4919 "#ifdef GL_ES\n" 4299 "#ifdef GL_ES\n"
4920 "precision highp float;\n" 4300 "precision highp float;\n"
4921 "#endif\n" 4301 "#endif\n"
@@ -4949,12 +4329,8 @@ static const char img_21_mask22_vert_glsl[] =
4949 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4329 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
4950 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4330 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
4951 "}\n"; 4331 "}\n";
4952Evas_GL_Program_Source shader_img_21_mask22_vert_src =
4953{
4954 img_21_mask22_vert_glsl
4955};
4956 4332
4957static const char img_22_mask22_frag_glsl[] = 4333static const char img_22_mask22_frag_src[] =
4958 "#ifdef GL_ES\n" 4334 "#ifdef GL_ES\n"
4959 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4335 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
4960 "precision highp float;\n" 4336 "precision highp float;\n"
@@ -4991,12 +4367,8 @@ static const char img_22_mask22_frag_glsl[] =
4991 " * ma\n" 4367 " * ma\n"
4992 " ;\n" 4368 " ;\n"
4993 "}\n"; 4369 "}\n";
4994Evas_GL_Program_Source shader_img_22_mask22_frag_src =
4995{
4996 img_22_mask22_frag_glsl
4997};
4998 4370
4999static const char img_22_mask22_vert_glsl[] = 4371static const char img_22_mask22_vert_src[] =
5000 "#ifdef GL_ES\n" 4372 "#ifdef GL_ES\n"
5001 "precision highp float;\n" 4373 "precision highp float;\n"
5002 "#endif\n" 4374 "#endif\n"
@@ -5032,12 +4404,8 @@ static const char img_22_mask22_vert_glsl[] =
5032 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4404 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5033 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4405 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5034 "}\n"; 4406 "}\n";
5035Evas_GL_Program_Source shader_img_22_mask22_vert_src =
5036{
5037 img_22_mask22_vert_glsl
5038};
5039 4407
5040static const char img_12_bgra_mask22_frag_glsl[] = 4408static const char img_12_bgra_mask22_frag_src[] =
5041 "#ifdef GL_ES\n" 4409 "#ifdef GL_ES\n"
5042 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4410 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5043 "precision highp float;\n" 4411 "precision highp float;\n"
@@ -5072,12 +4440,8 @@ static const char img_12_bgra_mask22_frag_glsl[] =
5072 " * ma\n" 4440 " * ma\n"
5073 " ;\n" 4441 " ;\n"
5074 "}\n"; 4442 "}\n";
5075Evas_GL_Program_Source shader_img_12_bgra_mask22_frag_src =
5076{
5077 img_12_bgra_mask22_frag_glsl
5078};
5079 4443
5080static const char img_12_bgra_mask22_vert_glsl[] = 4444static const char img_12_bgra_mask22_vert_src[] =
5081 "#ifdef GL_ES\n" 4445 "#ifdef GL_ES\n"
5082 "precision highp float;\n" 4446 "precision highp float;\n"
5083 "#endif\n" 4447 "#endif\n"
@@ -5111,12 +4475,8 @@ static const char img_12_bgra_mask22_vert_glsl[] =
5111 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4475 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5112 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4476 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5113 "}\n"; 4477 "}\n";
5114Evas_GL_Program_Source shader_img_12_bgra_mask22_vert_src =
5115{
5116 img_12_bgra_mask22_vert_glsl
5117};
5118 4478
5119static const char img_21_bgra_mask22_frag_glsl[] = 4479static const char img_21_bgra_mask22_frag_src[] =
5120 "#ifdef GL_ES\n" 4480 "#ifdef GL_ES\n"
5121 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4481 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5122 "precision highp float;\n" 4482 "precision highp float;\n"
@@ -5151,12 +4511,8 @@ static const char img_21_bgra_mask22_frag_glsl[] =
5151 " * ma\n" 4511 " * ma\n"
5152 " ;\n" 4512 " ;\n"
5153 "}\n"; 4513 "}\n";
5154Evas_GL_Program_Source shader_img_21_bgra_mask22_frag_src =
5155{
5156 img_21_bgra_mask22_frag_glsl
5157};
5158 4514
5159static const char img_21_bgra_mask22_vert_glsl[] = 4515static const char img_21_bgra_mask22_vert_src[] =
5160 "#ifdef GL_ES\n" 4516 "#ifdef GL_ES\n"
5161 "precision highp float;\n" 4517 "precision highp float;\n"
5162 "#endif\n" 4518 "#endif\n"
@@ -5190,12 +4546,8 @@ static const char img_21_bgra_mask22_vert_glsl[] =
5190 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4546 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5191 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4547 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5192 "}\n"; 4548 "}\n";
5193Evas_GL_Program_Source shader_img_21_bgra_mask22_vert_src =
5194{
5195 img_21_bgra_mask22_vert_glsl
5196};
5197 4549
5198static const char img_22_bgra_mask22_frag_glsl[] = 4550static const char img_22_bgra_mask22_frag_src[] =
5199 "#ifdef GL_ES\n" 4551 "#ifdef GL_ES\n"
5200 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4552 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5201 "precision highp float;\n" 4553 "precision highp float;\n"
@@ -5232,12 +4584,8 @@ static const char img_22_bgra_mask22_frag_glsl[] =
5232 " * ma\n" 4584 " * ma\n"
5233 " ;\n" 4585 " ;\n"
5234 "}\n"; 4586 "}\n";
5235Evas_GL_Program_Source shader_img_22_bgra_mask22_frag_src =
5236{
5237 img_22_bgra_mask22_frag_glsl
5238};
5239 4587
5240static const char img_22_bgra_mask22_vert_glsl[] = 4588static const char img_22_bgra_mask22_vert_src[] =
5241 "#ifdef GL_ES\n" 4589 "#ifdef GL_ES\n"
5242 "precision highp float;\n" 4590 "precision highp float;\n"
5243 "#endif\n" 4591 "#endif\n"
@@ -5273,12 +4621,8 @@ static const char img_22_bgra_mask22_vert_glsl[] =
5273 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4621 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5274 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4622 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5275 "}\n"; 4623 "}\n";
5276Evas_GL_Program_Source shader_img_22_bgra_mask22_vert_src =
5277{
5278 img_22_bgra_mask22_vert_glsl
5279};
5280 4624
5281static const char img_mask22_nomul_frag_glsl[] = 4625static const char img_mask22_nomul_frag_src[] =
5282 "#ifdef GL_ES\n" 4626 "#ifdef GL_ES\n"
5283 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4627 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5284 "precision highp float;\n" 4628 "precision highp float;\n"
@@ -5307,12 +4651,8 @@ static const char img_mask22_nomul_frag_glsl[] =
5307 " * ma\n" 4651 " * ma\n"
5308 " ;\n" 4652 " ;\n"
5309 "}\n"; 4653 "}\n";
5310Evas_GL_Program_Source shader_img_mask22_nomul_frag_src =
5311{
5312 img_mask22_nomul_frag_glsl
5313};
5314 4654
5315static const char img_mask22_nomul_vert_glsl[] = 4655static const char img_mask22_nomul_vert_src[] =
5316 "#ifdef GL_ES\n" 4656 "#ifdef GL_ES\n"
5317 "precision highp float;\n" 4657 "precision highp float;\n"
5318 "#endif\n" 4658 "#endif\n"
@@ -5337,12 +4677,8 @@ static const char img_mask22_nomul_vert_glsl[] =
5337 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4677 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5338 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4678 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5339 "}\n"; 4679 "}\n";
5340Evas_GL_Program_Source shader_img_mask22_nomul_vert_src =
5341{
5342 img_mask22_nomul_vert_glsl
5343};
5344 4680
5345static const char img_bgra_mask22_nomul_frag_glsl[] = 4681static const char img_bgra_mask22_nomul_frag_src[] =
5346 "#ifdef GL_ES\n" 4682 "#ifdef GL_ES\n"
5347 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4683 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5348 "precision highp float;\n" 4684 "precision highp float;\n"
@@ -5371,12 +4707,8 @@ static const char img_bgra_mask22_nomul_frag_glsl[] =
5371 " * ma\n" 4707 " * ma\n"
5372 " ;\n" 4708 " ;\n"
5373 "}\n"; 4709 "}\n";
5374Evas_GL_Program_Source shader_img_bgra_mask22_nomul_frag_src =
5375{
5376 img_bgra_mask22_nomul_frag_glsl
5377};
5378 4710
5379static const char img_bgra_mask22_nomul_vert_glsl[] = 4711static const char img_bgra_mask22_nomul_vert_src[] =
5380 "#ifdef GL_ES\n" 4712 "#ifdef GL_ES\n"
5381 "precision highp float;\n" 4713 "precision highp float;\n"
5382 "#endif\n" 4714 "#endif\n"
@@ -5401,12 +4733,8 @@ static const char img_bgra_mask22_nomul_vert_glsl[] =
5401 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4733 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5402 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4734 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5403 "}\n"; 4735 "}\n";
5404Evas_GL_Program_Source shader_img_bgra_mask22_nomul_vert_src =
5405{
5406 img_bgra_mask22_nomul_vert_glsl
5407};
5408 4736
5409static const char img_12_mask22_nomul_frag_glsl[] = 4737static const char img_12_mask22_nomul_frag_src[] =
5410 "#ifdef GL_ES\n" 4738 "#ifdef GL_ES\n"
5411 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4739 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5412 "precision highp float;\n" 4740 "precision highp float;\n"
@@ -5439,12 +4767,8 @@ static const char img_12_mask22_nomul_frag_glsl[] =
5439 " * ma\n" 4767 " * ma\n"
5440 " ;\n" 4768 " ;\n"
5441 "}\n"; 4769 "}\n";
5442Evas_GL_Program_Source shader_img_12_mask22_nomul_frag_src =
5443{
5444 img_12_mask22_nomul_frag_glsl
5445};
5446 4770
5447static const char img_12_mask22_nomul_vert_glsl[] = 4771static const char img_12_mask22_nomul_vert_src[] =
5448 "#ifdef GL_ES\n" 4772 "#ifdef GL_ES\n"
5449 "precision highp float;\n" 4773 "precision highp float;\n"
5450 "#endif\n" 4774 "#endif\n"
@@ -5475,12 +4799,8 @@ static const char img_12_mask22_nomul_vert_glsl[] =
5475 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4799 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5476 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4800 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5477 "}\n"; 4801 "}\n";
5478Evas_GL_Program_Source shader_img_12_mask22_nomul_vert_src =
5479{
5480 img_12_mask22_nomul_vert_glsl
5481};
5482 4802
5483static const char img_21_mask22_nomul_frag_glsl[] = 4803static const char img_21_mask22_nomul_frag_src[] =
5484 "#ifdef GL_ES\n" 4804 "#ifdef GL_ES\n"
5485 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4805 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5486 "precision highp float;\n" 4806 "precision highp float;\n"
@@ -5513,12 +4833,8 @@ static const char img_21_mask22_nomul_frag_glsl[] =
5513 " * ma\n" 4833 " * ma\n"
5514 " ;\n" 4834 " ;\n"
5515 "}\n"; 4835 "}\n";
5516Evas_GL_Program_Source shader_img_21_mask22_nomul_frag_src =
5517{
5518 img_21_mask22_nomul_frag_glsl
5519};
5520 4836
5521static const char img_21_mask22_nomul_vert_glsl[] = 4837static const char img_21_mask22_nomul_vert_src[] =
5522 "#ifdef GL_ES\n" 4838 "#ifdef GL_ES\n"
5523 "precision highp float;\n" 4839 "precision highp float;\n"
5524 "#endif\n" 4840 "#endif\n"
@@ -5549,12 +4865,8 @@ static const char img_21_mask22_nomul_vert_glsl[] =
5549 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4865 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5550 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4866 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5551 "}\n"; 4867 "}\n";
5552Evas_GL_Program_Source shader_img_21_mask22_nomul_vert_src =
5553{
5554 img_21_mask22_nomul_vert_glsl
5555};
5556 4868
5557static const char img_22_mask22_nomul_frag_glsl[] = 4869static const char img_22_mask22_nomul_frag_src[] =
5558 "#ifdef GL_ES\n" 4870 "#ifdef GL_ES\n"
5559 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4871 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5560 "precision highp float;\n" 4872 "precision highp float;\n"
@@ -5589,12 +4901,8 @@ static const char img_22_mask22_nomul_frag_glsl[] =
5589 " * ma\n" 4901 " * ma\n"
5590 " ;\n" 4902 " ;\n"
5591 "}\n"; 4903 "}\n";
5592Evas_GL_Program_Source shader_img_22_mask22_nomul_frag_src =
5593{
5594 img_22_mask22_nomul_frag_glsl
5595};
5596 4904
5597static const char img_22_mask22_nomul_vert_glsl[] = 4905static const char img_22_mask22_nomul_vert_src[] =
5598 "#ifdef GL_ES\n" 4906 "#ifdef GL_ES\n"
5599 "precision highp float;\n" 4907 "precision highp float;\n"
5600 "#endif\n" 4908 "#endif\n"
@@ -5627,12 +4935,8 @@ static const char img_22_mask22_nomul_vert_glsl[] =
5627 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 4935 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5628 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 4936 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5629 "}\n"; 4937 "}\n";
5630Evas_GL_Program_Source shader_img_22_mask22_nomul_vert_src =
5631{
5632 img_22_mask22_nomul_vert_glsl
5633};
5634 4938
5635static const char img_12_bgra_mask22_nomul_frag_glsl[] = 4939static const char img_12_bgra_mask22_nomul_frag_src[] =
5636 "#ifdef GL_ES\n" 4940 "#ifdef GL_ES\n"
5637 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 4941 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5638 "precision highp float;\n" 4942 "precision highp float;\n"
@@ -5665,12 +4969,8 @@ static const char img_12_bgra_mask22_nomul_frag_glsl[] =
5665 " * ma\n" 4969 " * ma\n"
5666 " ;\n" 4970 " ;\n"
5667 "}\n"; 4971 "}\n";
5668Evas_GL_Program_Source shader_img_12_bgra_mask22_nomul_frag_src =
5669{
5670 img_12_bgra_mask22_nomul_frag_glsl
5671};
5672 4972
5673static const char img_12_bgra_mask22_nomul_vert_glsl[] = 4973static const char img_12_bgra_mask22_nomul_vert_src[] =
5674 "#ifdef GL_ES\n" 4974 "#ifdef GL_ES\n"
5675 "precision highp float;\n" 4975 "precision highp float;\n"
5676 "#endif\n" 4976 "#endif\n"
@@ -5701,12 +5001,8 @@ static const char img_12_bgra_mask22_nomul_vert_glsl[] =
5701 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 5001 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5702 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 5002 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5703 "}\n"; 5003 "}\n";
5704Evas_GL_Program_Source shader_img_12_bgra_mask22_nomul_vert_src =
5705{
5706 img_12_bgra_mask22_nomul_vert_glsl
5707};
5708 5004
5709static const char img_21_bgra_mask22_nomul_frag_glsl[] = 5005static const char img_21_bgra_mask22_nomul_frag_src[] =
5710 "#ifdef GL_ES\n" 5006 "#ifdef GL_ES\n"
5711 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 5007 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5712 "precision highp float;\n" 5008 "precision highp float;\n"
@@ -5739,12 +5035,8 @@ static const char img_21_bgra_mask22_nomul_frag_glsl[] =
5739 " * ma\n" 5035 " * ma\n"
5740 " ;\n" 5036 " ;\n"
5741 "}\n"; 5037 "}\n";
5742Evas_GL_Program_Source shader_img_21_bgra_mask22_nomul_frag_src =
5743{
5744 img_21_bgra_mask22_nomul_frag_glsl
5745};
5746 5038
5747static const char img_21_bgra_mask22_nomul_vert_glsl[] = 5039static const char img_21_bgra_mask22_nomul_vert_src[] =
5748 "#ifdef GL_ES\n" 5040 "#ifdef GL_ES\n"
5749 "precision highp float;\n" 5041 "precision highp float;\n"
5750 "#endif\n" 5042 "#endif\n"
@@ -5775,12 +5067,8 @@ static const char img_21_bgra_mask22_nomul_vert_glsl[] =
5775 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 5067 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5776 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 5068 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5777 "}\n"; 5069 "}\n";
5778Evas_GL_Program_Source shader_img_21_bgra_mask22_nomul_vert_src =
5779{
5780 img_21_bgra_mask22_nomul_vert_glsl
5781};
5782 5070
5783static const char img_22_bgra_mask22_nomul_frag_glsl[] = 5071static const char img_22_bgra_mask22_nomul_frag_src[] =
5784 "#ifdef GL_ES\n" 5072 "#ifdef GL_ES\n"
5785 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 5073 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5786 "precision highp float;\n" 5074 "precision highp float;\n"
@@ -5815,12 +5103,8 @@ static const char img_22_bgra_mask22_nomul_frag_glsl[] =
5815 " * ma\n" 5103 " * ma\n"
5816 " ;\n" 5104 " ;\n"
5817 "}\n"; 5105 "}\n";
5818Evas_GL_Program_Source shader_img_22_bgra_mask22_nomul_frag_src =
5819{
5820 img_22_bgra_mask22_nomul_frag_glsl
5821};
5822 5106
5823static const char img_22_bgra_mask22_nomul_vert_glsl[] = 5107static const char img_22_bgra_mask22_nomul_vert_src[] =
5824 "#ifdef GL_ES\n" 5108 "#ifdef GL_ES\n"
5825 "precision highp float;\n" 5109 "precision highp float;\n"
5826 "#endif\n" 5110 "#endif\n"
@@ -5853,12 +5137,8 @@ static const char img_22_bgra_mask22_nomul_vert_glsl[] =
5853 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n" 5137 " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
5854 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n" 5138 " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
5855 "}\n"; 5139 "}\n";
5856Evas_GL_Program_Source shader_img_22_bgra_mask22_nomul_vert_src =
5857{
5858 img_22_bgra_mask22_nomul_vert_glsl
5859};
5860 5140
5861static const char img_afill_frag_glsl[] = 5141static const char img_afill_frag_src[] =
5862 "#ifdef GL_ES\n" 5142 "#ifdef GL_ES\n"
5863 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 5143 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5864 "precision highp float;\n" 5144 "precision highp float;\n"
@@ -5879,12 +5159,8 @@ static const char img_afill_frag_glsl[] =
5879 " ;\n" 5159 " ;\n"
5880 " gl_FragColor.a = 1.0;\n" 5160 " gl_FragColor.a = 1.0;\n"
5881 "}\n"; 5161 "}\n";
5882Evas_GL_Program_Source shader_img_afill_frag_src =
5883{
5884 img_afill_frag_glsl
5885};
5886 5162
5887static const char img_afill_vert_glsl[] = 5163static const char img_afill_vert_src[] =
5888 "#ifdef GL_ES\n" 5164 "#ifdef GL_ES\n"
5889 "precision highp float;\n" 5165 "precision highp float;\n"
5890 "#endif\n" 5166 "#endif\n"
@@ -5900,12 +5176,8 @@ static const char img_afill_vert_glsl[] =
5900 " col = color;\n" 5176 " col = color;\n"
5901 " tex_c = tex_coord;\n" 5177 " tex_c = tex_coord;\n"
5902 "}\n"; 5178 "}\n";
5903Evas_GL_Program_Source shader_img_afill_vert_src =
5904{
5905 img_afill_vert_glsl
5906};
5907 5179
5908static const char img_bgra_afill_frag_glsl[] = 5180static const char img_bgra_afill_frag_src[] =
5909 "#ifdef GL_ES\n" 5181 "#ifdef GL_ES\n"
5910 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 5182 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5911 "precision highp float;\n" 5183 "precision highp float;\n"
@@ -5926,12 +5198,8 @@ static const char img_bgra_afill_frag_glsl[] =
5926 " ;\n" 5198 " ;\n"
5927 " gl_FragColor.a = 1.0;\n" 5199 " gl_FragColor.a = 1.0;\n"
5928 "}\n"; 5200 "}\n";
5929Evas_GL_Program_Source shader_img_bgra_afill_frag_src =
5930{
5931 img_bgra_afill_frag_glsl
5932};
5933 5201
5934static const char img_bgra_afill_vert_glsl[] = 5202static const char img_bgra_afill_vert_src[] =
5935 "#ifdef GL_ES\n" 5203 "#ifdef GL_ES\n"
5936 "precision highp float;\n" 5204 "precision highp float;\n"
5937 "#endif\n" 5205 "#endif\n"
@@ -5947,12 +5215,8 @@ static const char img_bgra_afill_vert_glsl[] =
5947 " col = color;\n" 5215 " col = color;\n"
5948 " tex_c = tex_coord;\n" 5216 " tex_c = tex_coord;\n"
5949 "}\n"; 5217 "}\n";
5950Evas_GL_Program_Source shader_img_bgra_afill_vert_src =
5951{
5952 img_bgra_afill_vert_glsl
5953};
5954 5218
5955static const char img_nomul_afill_frag_glsl[] = 5219static const char img_nomul_afill_frag_src[] =
5956 "#ifdef GL_ES\n" 5220 "#ifdef GL_ES\n"
5957 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 5221 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
5958 "precision highp float;\n" 5222 "precision highp float;\n"
@@ -5971,12 +5235,8 @@ static const char img_nomul_afill_frag_glsl[] =
5971 " ;\n" 5235 " ;\n"
5972 " gl_FragColor.a = 1.0;\n" 5236 " gl_FragColor.a = 1.0;\n"
5973 "}\n"; 5237 "}\n";
5974Evas_GL_Program_Source shader_img_nomul_afill_frag_src =
5975{
5976 img_nomul_afill_frag_glsl
5977};
5978 5238
5979static const char img_nomul_afill_vert_glsl[] = 5239static const char img_nomul_afill_vert_src[] =
5980 "#ifdef GL_ES\n" 5240 "#ifdef GL_ES\n"
5981 "precision highp float;\n" 5241 "precision highp float;\n"
5982 "#endif\n" 5242 "#endif\n"
@@ -5989,12 +5249,8 @@ static const char img_nomul_afill_vert_glsl[] =
5989 " gl_Position = mvp * vertex;\n" 5249 " gl_Position = mvp * vertex;\n"
5990 " tex_c = tex_coord;\n" 5250 " tex_c = tex_coord;\n"
5991 "}\n"; 5251 "}\n";
5992Evas_GL_Program_Source shader_img_nomul_afill_vert_src =
5993{
5994 img_nomul_afill_vert_glsl
5995};
5996 5252
5997static const char img_bgra_nomul_afill_frag_glsl[] = 5253static const char img_bgra_nomul_afill_frag_src[] =
5998 "#ifdef GL_ES\n" 5254 "#ifdef GL_ES\n"
5999 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 5255 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
6000 "precision highp float;\n" 5256 "precision highp float;\n"
@@ -6013,12 +5269,8 @@ static const char img_bgra_nomul_afill_frag_glsl[] =
6013 " ;\n" 5269 " ;\n"
6014 " gl_FragColor.a = 1.0;\n" 5270 " gl_FragColor.a = 1.0;\n"
6015 "}\n"; 5271 "}\n";
6016Evas_GL_Program_Source shader_img_bgra_nomul_afill_frag_src =
6017{
6018 img_bgra_nomul_afill_frag_glsl
6019};
6020 5272
6021static const char img_bgra_nomul_afill_vert_glsl[] = 5273static const char img_bgra_nomul_afill_vert_src[] =
6022 "#ifdef GL_ES\n" 5274 "#ifdef GL_ES\n"
6023 "precision highp float;\n" 5275 "precision highp float;\n"
6024 "#endif\n" 5276 "#endif\n"
@@ -6031,12 +5283,8 @@ static const char img_bgra_nomul_afill_vert_glsl[] =
6031 " gl_Position = mvp * vertex;\n" 5283 " gl_Position = mvp * vertex;\n"
6032 " tex_c = tex_coord;\n" 5284 " tex_c = tex_coord;\n"
6033 "}\n"; 5285 "}\n";
6034Evas_GL_Program_Source shader_img_bgra_nomul_afill_vert_src =
6035{
6036 img_bgra_nomul_afill_vert_glsl
6037};
6038 5286
6039static const char img_12_afill_frag_glsl[] = 5287static const char img_12_afill_frag_src[] =
6040 "#ifdef GL_ES\n" 5288 "#ifdef GL_ES\n"
6041 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 5289 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
6042 "precision highp float;\n" 5290 "precision highp float;\n"
@@ -6061,12 +5309,8 @@ static const char img_12_afill_frag_glsl[] =
6061 " ;\n" 5309 " ;\n"
6062 " gl_FragColor.a = 1.0;\n" 5310 " gl_FragColor.a = 1.0;\n"
6063 "}\n"; 5311 "}\n";
6064Evas_GL_Program_Source shader_img_12_afill_frag_src =
6065{
6066 img_12_afill_frag_glsl
6067};
6068 5312
6069static const char img_12_afill_vert_glsl[] = 5313static const char img_12_afill_vert_src[] =
6070 "#ifdef GL_ES\n" 5314 "#ifdef GL_ES\n"
6071 "precision highp float;\n" 5315 "precision highp float;\n"
6072 "#endif\n" 5316 "#endif\n"
@@ -6088,12 +5332,8 @@ static const char img_12_afill_vert_glsl[] =
6088 " tex_s[1] = vec2(0, tex_sample.y);\n" 5332 " tex_s[1] = vec2(0, tex_sample.y);\n"
6089 " div_s = vec4(2, 2, 2, 2);\n" 5333 " div_s = vec4(2, 2, 2, 2);\n"
6090 "}\n"; 5334 "}\n";
6091Evas_GL_Program_Source shader_img_12_afill_vert_src =
6092{
6093 img_12_afill_vert_glsl
6094};
6095 5335
6096static const char img_21_afill_frag_glsl[] = 5336static const char img_21_afill_frag_src[] =
6097 "#ifdef GL_ES\n" 5337 "#ifdef GL_ES\n"
6098 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" 5338 "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
6099 "precision highp float;\n" 5339 "precision highp float;\n"
@@ -6118,12 +5358,8 @@ static const char img_21_afill_frag_glsl[] =
6118 " ;\n" 5358 " ;\n"
6119 " gl_FragColor.a = 1.0;\n" 5359 " gl_FragColor.a = 1.0;\n"