Evas masking: Refactor GL code

Use the same method as for map masking:
- Pass absolute geometry of the mask to the push functions,
- Compute absolute position in the shader (like gl_Position)
  and apply scaling factor + offset to sample the mask.

Masking now uses a single vec4 attribute instead of hi-jacking
other vertices.

This way, all masking shaders share the same code and are way
simpler. On the other hand, the vertex shaders have a little bit
more work to do.
This commit is contained in:
Jean-Philippe Andre 2015-03-31 18:58:51 +09:00
parent 4e716fb779
commit 32009a0e8c
27 changed files with 354 additions and 353 deletions

View File

@ -289,7 +289,7 @@
#define SHAD_TEXUV3 4
#define SHAD_TEXA 5
#define SHAD_TEXSAM 6
#define SHAD_TEXM 7
#define SHAD_MASK 7
typedef struct _Evas_GL_Program Evas_GL_Program;
typedef struct _Evas_GL_Program_Source Evas_GL_Program_Source;
@ -490,7 +490,7 @@ struct _Evas_Engine_GL_Context
GLfloat *texuv3;
GLfloat *texa;
GLfloat *texsam;
GLfloat *texm;
GLfloat *mask;
Eina_Bool line: 1;
Eina_Bool use_vertex : 1;
Eina_Bool use_color : 1;
@ -499,7 +499,7 @@ struct _Evas_Engine_GL_Context
Eina_Bool use_texuv3 : 1;
Eina_Bool use_texa : 1;
Eina_Bool use_texsam : 1;
Eina_Bool use_texm : 1;
Eina_Bool use_mask : 1;
Eina_Bool anti_alias : 1;
Evas_GL_Image *im;
GLuint buffer;
@ -720,46 +720,46 @@ void evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
void evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
int x, int y, int w, int h,
int r, int g, int b, int a,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth);
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth);
void evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth, Eina_Bool tex_only);
void evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a);
void evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth);
void evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,

View File

@ -1008,7 +1008,7 @@ evas_gl_common_context_free(Evas_Engine_GL_Context *gc)
if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
if (gc->pipe[i].array.texsam) free(gc->pipe[i].array.texsam);
if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
if (gc->pipe[i].array.mask) free(gc->pipe[i].array.mask);
}
}
@ -1273,6 +1273,11 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
_evas_gl_common_viewport_set(gc);
}
#define VERTEX_CNT 3
#define COLOR_CNT 4
#define TEX_CNT 2
#define MASK_CNT 4
#define PUSH_VERTEX(n, x, y, z) do { \
gc->pipe[n].array.vertex[nv++] = x; \
gc->pipe[n].array.vertex[nv++] = y; \
@ -1294,9 +1299,11 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
#define PUSH_TEXA(n, u, v) do { \
gc->pipe[n].array.texa[na++] = u; \
gc->pipe[n].array.texa[na++] = v; } while(0)
#define PUSH_TEXM(n, u, v) do { \
gc->pipe[n].array.texm[nm++] = u; \
gc->pipe[n].array.texm[nm++] = v; } while(0)
#define PUSH_TEXM(n, u, v, w, z) do { \
gc->pipe[n].array.mask[nm++] = u; \
gc->pipe[n].array.mask[nm++] = v; \
gc->pipe[n].array.mask[nm++] = w; \
gc->pipe[n].array.mask[nm++] = z; } while(0)
#define PUSH_TEXSAM(n, x, y) do { \
gc->pipe[n].array.texsam[ns++] = x; \
gc->pipe[n].array.texsam[ns++] = y; } while(0)
@ -1329,29 +1336,61 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
#define PUSH_6_COLORS(pn, r, g, b, a) \
do { int i; for (i = 0; i < 6; i++) PUSH_COLOR(pn, r, g, b, a); } while(0)
static inline Eina_Bool
_push_mask(Evas_Engine_GL_Context *gc, int pn, int nm, Evas_GL_Texture *mtex,
int mx, int my, int mw, int mh)
{
double glmx, glmy, glmw, glmh, yinv = -1.f;
double gw = gc->w, gh = gc->h;
if (!((gc->pipe[0].shader.surface == gc->def_surface) ||
(!gc->pipe[0].shader.surface)))
{
gw = gc->pipe[0].shader.surface->w;
gh = gc->pipe[0].shader.surface->h;
yinv = 1.f;
}
if (!gw || !gh || !mw || !mh || !mtex->pt->w || !mtex->pt->h)
return EINA_FALSE;
/* vertex shader:
* 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);
* tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
*/
glmx = (double)((mtex->x * mw) - (mtex->w * mx)) / (double)(mw * mtex->pt->w);
glmy = (double)((mtex->y * mh) - (mtex->h * my)) / (double)(mh * mtex->pt->h);
glmw = (double)(gw * mtex->w) / (double)(mw * mtex->pt->w);
glmh = (double)(gh * mtex->h) / (double)(mh * mtex->pt->h);
glmh *= yinv;
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
PUSH_TEXM(pn, glmx, glmy, glmw, glmh);
DBG("%d,%d %dx%d --> %f , %f - %f x %f [gc %dx%d, tex %d,%d %dx%d, pt %dx%d]",
mx, my, mw, mh,
glmx, glmy, glmw, glmh,
gc->w, gc->h, mtex->x, mtex->y, mtex->w, mtex->h, mtex->pt->w, mtex->pt->h);
return EINA_TRUE;
}
#define PUSH_MASK(pn, mtex, mx, my, mw, mh) if (mtex) do { \
GLfloat tmx1, tmx2, tmy1, tmy2; \
tmx1 = mx; \
tmy1 = my; \
tmx2 = mx + mw; \
tmy2 = my + mh; \
PUSH_TEXM(pn, tmx1, tmy1); \
PUSH_TEXM(pn, tmx2, tmy1); \
PUSH_TEXM(pn, tmx1, tmy2); \
PUSH_TEXM(pn, tmx2, tmy1); \
PUSH_TEXM(pn, tmx2, tmy2); \
PUSH_TEXM(pn, tmx1, tmy2); \
} while(0)
_push_mask(gc, pn, nm, mtex, mx, my, mw, mh); \
} while(0)
#define PIPE_GROW(gc, pn, inc) \
int nv = gc->pipe[pn].array.num * 3; (void) nv; \
int nc = gc->pipe[pn].array.num * 4; (void) nc; \
int nu = gc->pipe[pn].array.num * 2; (void) nu; \
int nu2 = gc->pipe[pn].array.num * 2; (void) nu2; \
int nu3 = gc->pipe[pn].array.num * 2; (void) nu3; \
int na = gc->pipe[pn].array.num * 2; (void) na; \
int ns = gc->pipe[pn].array.num * 2; (void) ns; \
int nm = gc->pipe[pn].array.num * 2; (void) nm; \
int nv = gc->pipe[pn].array.num * VERTEX_CNT; (void) nv; \
int nc = gc->pipe[pn].array.num * COLOR_CNT; (void) nc; \
int nu = gc->pipe[pn].array.num * TEX_CNT; (void) nu; \
int nu2 = gc->pipe[pn].array.num * TEX_CNT; (void) nu2; \
int nu3 = gc->pipe[pn].array.num * TEX_CNT; (void) nu3; \
int na = gc->pipe[pn].array.num * TEX_CNT; (void) na; \
int ns = gc->pipe[pn].array.num * TEX_CNT; (void) ns; \
int nm = gc->pipe[pn].array.num * MASK_CNT; (void) nm; \
gc->pipe[pn].array.num += inc; \
array_alloc(gc, pn);
@ -1365,14 +1404,14 @@ array_alloc(Evas_Engine_GL_Context *gc, int n)
if ((gc->pipe[n].array.use_##field) && (!gc->pipe[n].array.field)) \
gc->pipe[n].array.field = \
malloc(gc->pipe[n].array.alloc * sizeof(type) * size)
ALOC(vertex, GLshort, 3);
ALOC(color, GLubyte, 4);
ALOC(texuv, GLfloat, 2);
ALOC(texa, GLfloat, 2);
ALOC(texuv2, GLfloat, 2);
ALOC(texuv3, GLfloat, 2);
ALOC(texsam, GLfloat, 2);
ALOC(texm, GLfloat, 2);
ALOC(vertex, GLshort, VERTEX_CNT);
ALOC(color, GLubyte, COLOR_CNT);
ALOC(texuv, GLfloat, TEX_CNT);
ALOC(texa, GLfloat, TEX_CNT);
ALOC(texuv2, GLfloat, TEX_CNT);
ALOC(texuv3, GLfloat, TEX_CNT);
ALOC(texsam, GLfloat, TEX_CNT);
ALOC(mask, GLfloat, MASK_CNT);
return;
}
gc->pipe[n].array.alloc += 6 * 1024;
@ -1381,14 +1420,14 @@ array_alloc(Evas_Engine_GL_Context *gc, int n)
gc->pipe[n].array.field = realloc \
(gc->pipe[n].array.field, \
gc->pipe[n].array.alloc * sizeof(type) * size)
RALOC(vertex, GLshort, 3);
RALOC(color, GLubyte, 4);
RALOC(texuv, GLfloat, 2);
RALOC(texa, GLfloat, 2);
RALOC(texuv2, GLfloat, 2);
RALOC(texuv3, GLfloat, 2);
RALOC(texsam, GLfloat, 2);
RALOC(texm, GLfloat, 2);
RALOC(vertex, GLshort, VERTEX_CNT);
RALOC(color, GLubyte, COLOR_CNT);
RALOC(texuv, GLfloat, TEX_CNT);
RALOC(texa, GLfloat, TEX_CNT);
RALOC(texuv2, GLfloat, TEX_CNT);
RALOC(texuv3, GLfloat, TEX_CNT);
RALOC(texsam, GLfloat, TEX_CNT);
RALOC(mask, GLfloat, MASK_CNT);
}
#ifdef GLPIPES
@ -1634,7 +1673,7 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = 0;
gc->pipe[pn].array.use_mask = 0;
PIPE_GROW(gc, pn, 2);
PUSH_VERTEX(pn, x1, y1, 0);
@ -1655,7 +1694,7 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = 0;
gc->pipe[pn].array.use_mask = 0;
}
void
@ -1663,7 +1702,7 @@ evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
int x, int y, int w, int h,
int r, int g, int b, int a,
Evas_GL_Texture *mtex,
double mx, double my, double mw, double mh,
int mx, int my, int mw, int mh,
Eina_Bool mask_smooth)
{
Eina_Bool blend = EINA_FALSE;
@ -1710,7 +1749,7 @@ again:
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_mask = !!mtex;
}
else
{
@ -1764,7 +1803,7 @@ again:
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_mask = !!mtex;
}
}
#else
@ -1817,7 +1856,7 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth, Eina_Bool tex_only)
{
@ -2049,7 +2088,7 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv = 1;
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_mask = !!mtex;
gc->pipe[pn].array.use_texsam = sam;
pipe_region_expand(gc, pn, x, y, w, h);
@ -2099,7 +2138,7 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a)
{
GLfloat tx1, tx2, ty1, ty2;
@ -2139,7 +2178,7 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv = 1;
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_mask = !!mtex;
gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
@ -2171,7 +2210,7 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth)
{
@ -2220,7 +2259,7 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv = 1;
gc->pipe[pn].array.use_texuv2 = 1;
gc->pipe[pn].array.use_texuv3 = 1;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_mask = !!mtex;
gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
@ -2249,7 +2288,7 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth)
{
@ -2297,7 +2336,7 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv = 1;
gc->pipe[pn].array.use_texuv2 = 1;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_mask = !!mtex;
gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
@ -2325,7 +2364,7 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth)
{
@ -2375,7 +2414,7 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv = 1;
gc->pipe[pn].array.use_texuv2 = 1;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_mask = !!mtex;
gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
@ -2404,7 +2443,7 @@ evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
double sx, double sy,
double sw, double sh,
int x, int y, int w, int h,
Evas_GL_Texture *mtex, double mx, double my, double mw, double mh, Eina_Bool mask_smooth,
Evas_GL_Texture *mtex, int mx, int my, int mw, int mh, Eina_Bool mask_smooth,
int r, int g, int b, int a,
Eina_Bool smooth)
@ -2460,7 +2499,7 @@ evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = EINA_TRUE;
gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_mask = !!mtex;
pipe_region_expand(gc, pn, x, y, w, h);
PIPE_GROW(gc, pn, 6);
@ -2689,9 +2728,9 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv = 1;
gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0;
gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_texa = !!mtex;
gc->pipe[pn].array.use_texsam = gc->pipe[pn].array.use_texm;
gc->pipe[pn].array.use_mask = !!mtex;
gc->pipe[pn].array.use_texa = 0;
gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
PIPE_GROW(gc, pn, 6);
@ -2751,59 +2790,8 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
A_VAL(&cl));
}
if (mtex)
{
double glmx, glmy, glmw, glmh, yinv = -1.f;
double gw = gc->w, gh = gc->h;
PUSH_MASK(pn, mtex, mx, my, mw, mh);
if (!((gc->pipe[0].shader.surface == gc->def_surface) ||
(!gc->pipe[0].shader.surface)))
{
gw = gc->pipe[0].shader.surface->w;
gh = gc->pipe[0].shader.surface->h;
yinv = 1.f;
}
if (!gw || !gh || !mw || !mh || !mtex->pt->w || !mtex->pt->h)
goto mask_error;
// vertex shader: tex_m = (X,Y) * tex_coordm + tex_sample
// tex_coordm
glmx = (double)((mtex->x * mw) - (mtex->w * mx)) / (double)(mw * mtex->pt->w);
glmy = (double)((mtex->y * mh) - (mtex->h * my)) / (double)(mh * mtex->pt->h);
PUSH_TEXM(pn, glmx, glmy);
PUSH_TEXM(pn, glmx, glmy);
PUSH_TEXM(pn, glmx, glmy);
PUSH_TEXM(pn, glmx, glmy);
PUSH_TEXM(pn, glmx, glmy);
PUSH_TEXM(pn, glmx, glmy);
// tex_sample
glmw = (double)(gw * mtex->w) / (double)(mw * mtex->pt->w);
glmh = (double)(gh * mtex->h) / (double)(mh * mtex->pt->h);
PUSH_TEXSAM(pn, glmw, glmh);
PUSH_TEXSAM(pn, glmw, glmh);
PUSH_TEXSAM(pn, glmw, glmh);
PUSH_TEXSAM(pn, glmw, glmh);
PUSH_TEXSAM(pn, glmw, glmh);
PUSH_TEXSAM(pn, glmw, glmh);
// tex_coorda: Y-invert flag
PUSH_TEXA(pn, 1.0, yinv);
PUSH_TEXA(pn, 1.0, yinv);
PUSH_TEXA(pn, 1.0, yinv);
PUSH_TEXA(pn, 1.0, yinv);
PUSH_TEXA(pn, 1.0, yinv);
PUSH_TEXA(pn, 1.0, yinv);
/*
DBG("Map mask: %d,%d %dx%d --> %f , %f - %f x %f @ %f %f [gc %dx%d, tex %d,%d %dx%d, pt %dx%d]",
mx, my, mw, mh,
glmx, glmy, glmw, glmh, 1.0, yinv,
gc->w, gc->h, mtex->x, mtex->y, mtex->w, mtex->h, mtex->pt->w, mtex->pt->h);
*/
}
mask_error:
if (!flat)
{
shader_array_flush(gc);
@ -3135,15 +3123,16 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
unsigned char *texuv3_ptr = NULL;
unsigned char *texa_ptr = NULL;
unsigned char *texsam_ptr = NULL;
unsigned char *texm_ptr = NULL;
unsigned char *mask_ptr = NULL;
if (glsym_glMapBuffer && glsym_glUnmapBuffer)
{
unsigned char *x;
# define VERTEX_SIZE (gc->pipe[i].array.num * sizeof(GLshort) * 3)
# define COLOR_SIZE (gc->pipe[i].array.num * sizeof(GLubyte) * 4)
# define TEX_SIZE (gc->pipe[i].array.num * sizeof(GLfloat) * 2)
# define VERTEX_SIZE (gc->pipe[i].array.num * sizeof(GLshort) * VERTEX_CNT)
# define COLOR_SIZE (gc->pipe[i].array.num * sizeof(GLubyte) * COLOR_CNT)
# define TEX_SIZE (gc->pipe[i].array.num * sizeof(GLfloat) * TEX_CNT)
# define MASK_SIZE (gc->pipe[i].array.num * sizeof(GLubyte) * MASK_CNT)
vertex_ptr = NULL;
color_ptr = vertex_ptr + VERTEX_SIZE;
texuv_ptr = color_ptr + COLOR_SIZE;
@ -3151,8 +3140,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
texuv3_ptr = texuv2_ptr + TEX_SIZE;
texa_ptr = texuv3_ptr + TEX_SIZE;
texsam_ptr = texa_ptr + TEX_SIZE;
texm_ptr = texsam_ptr + TEX_SIZE;
# define END_POINTER (texm_ptr + TEX_SIZE)
mask_ptr = texsam_ptr + TEX_SIZE;
# define END_POINTER (mask_ptr + TEX_SIZE)
glBindBuffer(GL_ARRAY_BUFFER, gc->pipe[i].array.buffer);
if ((gc->pipe[i].array.buffer_alloc < (long)END_POINTER) ||
@ -3182,8 +3171,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
memcpy(x + (unsigned long)texa_ptr, gc->pipe[i].array.texa, TEX_SIZE);
if (gc->pipe[i].array.use_texsam)
memcpy(x + (unsigned long)texsam_ptr, gc->pipe[i].array.texsam, TEX_SIZE);
if (gc->pipe[i].array.use_texm)
memcpy(x + (unsigned long)texm_ptr, gc->pipe[i].array.texm, TEX_SIZE);
if (gc->pipe[i].array.use_mask)
memcpy(x + (unsigned long)mask_ptr, gc->pipe[i].array.mask, MASK_SIZE);
/*
fprintf(stderr, "copy %i bytes [%i/%i slots] [%i + %i + %i + %i + %i + %i + %i] <%i %i %i %i %i %i %i>\n",
(int)((unsigned char *)END_POINTER),
@ -3212,10 +3201,10 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
texuv3_ptr = (unsigned char *)gc->pipe[i].array.texuv3;
texa_ptr = (unsigned char *)gc->pipe[i].array.texa;
texsam_ptr = (unsigned char *)gc->pipe[i].array.texsam;
texm_ptr = (unsigned char *)gc->pipe[i].array.texm;
mask_ptr = (unsigned char *)gc->pipe[i].array.mask;
}
glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, (void *)vertex_ptr);
glVertexAttribPointer(SHAD_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, (void *)color_ptr);
glVertexAttribPointer(SHAD_VERTEX, VERTEX_CNT, GL_SHORT, GL_FALSE, 0, vertex_ptr);
glVertexAttribPointer(SHAD_COLOR, COLOR_CNT, GL_UNSIGNED_BYTE, GL_TRUE, 0, color_ptr);
if (gc->pipe[i].array.line)
{
@ -3236,7 +3225,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
glDisableVertexAttribArray(SHAD_TEXUV3);
glDisableVertexAttribArray(SHAD_TEXA);
glDisableVertexAttribArray(SHAD_TEXSAM);
glDisableVertexAttribArray(SHAD_TEXM);
glDisableVertexAttribArray(SHAD_MASK);
glDrawArrays(GL_LINES, 0, gc->pipe[i].array.num);
}
else
@ -3246,8 +3235,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (gc->pipe[i].array.use_texuv)
{
glEnableVertexAttribArray(SHAD_TEXUV);
glVertexAttribPointer(SHAD_TEXUV, 2, GL_FLOAT, GL_FALSE, 0,
(void *)texuv_ptr);
glVertexAttribPointer(SHAD_TEXUV, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texuv_ptr);
MASK_TEXTURE += 1;
}
@ -3257,10 +3245,10 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
}
/* Alpha plane */
if (gc->pipe[i].array.use_texa && (gc->pipe[i].region.type != RTYPE_MAP))
if (gc->pipe[i].array.use_texa)
{
glEnableVertexAttribArray(SHAD_TEXA);
glVertexAttribPointer(SHAD_TEXA, 2, GL_FLOAT, GL_FALSE, 0, (void *)texa_ptr);
glVertexAttribPointer(SHAD_TEXA, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texa_ptr);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texa);
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
@ -3283,14 +3271,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
MASK_TEXTURE += 1;
}
else if (gc->pipe[i].array.use_texa && (gc->pipe[i].region.type == RTYPE_MAP))
{
/* For map masking, we (ab)use 3 texture vertex pointers
* (namely tex_coordm, tex_coorda and tex_sample).
* We could probably pack them into an array or something. */
glEnableVertexAttribArray(SHAD_TEXA);
glVertexAttribPointer(SHAD_TEXA, 2, GL_FLOAT, GL_FALSE, 0, (void *)texa_ptr);
}
else
{
glDisableVertexAttribArray(SHAD_TEXA);
@ -3299,7 +3279,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (gc->pipe[i].array.use_texsam)
{
glEnableVertexAttribArray(SHAD_TEXSAM);
glVertexAttribPointer(SHAD_TEXSAM, 2, GL_FLOAT, GL_FALSE, 0, (void *)texsam_ptr);
glVertexAttribPointer(SHAD_TEXSAM, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texsam_ptr);
}
else
{
@ -3310,8 +3290,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
{
glEnableVertexAttribArray(SHAD_TEXUV2);
glEnableVertexAttribArray(SHAD_TEXUV3);
glVertexAttribPointer(SHAD_TEXUV2, 2, GL_FLOAT, GL_FALSE, 0, (void *)texuv2_ptr);
glVertexAttribPointer(SHAD_TEXUV3, 2, GL_FLOAT, GL_FALSE, 0, (void *)texuv3_ptr);
glVertexAttribPointer(SHAD_TEXUV2, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texuv2_ptr);
glVertexAttribPointer(SHAD_TEXUV3, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texuv3_ptr);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu);
@ -3341,7 +3321,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
else if (gc->pipe[i].array.use_texuv2)
{
glEnableVertexAttribArray(SHAD_TEXUV2);
glVertexAttribPointer(SHAD_TEXUV2, 2, GL_FLOAT, GL_FALSE, 0, (void *)texuv2_ptr);
glVertexAttribPointer(SHAD_TEXUV2, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texuv2_ptr);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu);
@ -3375,10 +3355,10 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
}
/* Mask surface */
if (gc->pipe[i].array.use_texm)
if (gc->pipe[i].array.use_mask)
{
glEnableVertexAttribArray(SHAD_TEXM);
glVertexAttribPointer(SHAD_TEXM, 2, GL_FLOAT, GL_FALSE, 0, (void *)texm_ptr);
glEnableVertexAttribArray(SHAD_MASK);
glVertexAttribPointer(SHAD_MASK, MASK_CNT, GL_FLOAT, GL_FALSE, 0, mask_ptr);
glActiveTexture(MASK_TEXTURE);
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texm);
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
@ -3401,7 +3381,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
}
else
{
glDisableVertexAttribArray(SHAD_TEXM);
glDisableVertexAttribArray(SHAD_MASK);
}
if (dbgflushnum == 1)
@ -3452,7 +3432,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
if (gc->pipe[i].array.texsam) free(gc->pipe[i].array.texsam);
if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
if (gc->pipe[i].array.mask) free(gc->pipe[i].array.mask);
gc->pipe[i].array.line = 0;
gc->pipe[i].array.use_vertex = 0;
@ -3462,7 +3442,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
gc->pipe[i].array.use_texuv3 = 0;
gc->pipe[i].array.use_texa = 0;
gc->pipe[i].array.use_texsam = 0;
gc->pipe[i].array.use_texm = 0;
gc->pipe[i].array.use_mask = 0;
gc->pipe[i].array.vertex = NULL;
gc->pipe[i].array.color = NULL;
@ -3471,7 +3451,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
gc->pipe[i].array.texuv2 = NULL;
gc->pipe[i].array.texuv3 = NULL;
gc->pipe[i].array.texsam = NULL;
gc->pipe[i].array.texm = NULL;
gc->pipe[i].array.mask = NULL;
gc->pipe[i].array.num = 0;
gc->pipe[i].array.alloc = 0;

View File

@ -82,30 +82,15 @@ evas_gl_font_texture_draw(void *context, void *surface EINA_UNUSED, void *draw_c
b = (dc->col.col ) & 0xff;
sx = 0; sy = 0; sw = tex->w, sh = tex->h;
if (gc->dc->clip.mask && (sw > 0) && (sh > 0))
if (mtex && mtex->pt && mtex->pt->w && mtex->pt->h)
{
double nx, ny, nw, nh, dx, dy, dw, dh;
const double mask_x = gc->dc->clip.mask_x;
const double mask_y = gc->dc->clip.mask_y;
const double tmw = mtex->pt->w;
const double tmh = mtex->pt->h;
double scalex = 1.0;
double scaley = 1.0;
// canvas coords
nx = x; ny = y; nw = tex->w; nh = tex->h;
RECTS_CLIP_TO_RECT(nx, ny, nw, nh,
gc->dc->clip.x, gc->dc->clip.y,
gc->dc->clip.w, gc->dc->clip.h);
if ((nw < 1) || (nh < 1)) return;
dx = x; dy = y; dw = sw; dh = sh;
mx = mask_x; my = mask_y;
if (mask->scaled.origin && mask->scaled.w && mask->scaled.h)
mx = dc->clip.mask_x;
my = dc->clip.mask_y;
if (mask->scaled.origin)
{
mw = mask->scaled.w;
mh = mask->scaled.h;
scalex = mask->w / (double)mask->scaled.w;
scaley = mask->h / (double)mask->scaled.h;
mask_smooth = mask->scaled.smooth;
}
else
@ -113,15 +98,8 @@ evas_gl_font_texture_draw(void *context, void *surface EINA_UNUSED, void *draw_c
mw = mask->w;
mh = mask->h;
}
//RECTS_CLIP_TO_RECT(mx, my, mw, mh, cx, cy, cw, ch);
RECTS_CLIP_TO_RECT(mx, my, mw, mh, dx, dy, dw, dh);
// convert to tex coords
mx = (mtex->x / tmw) + ((mx - mask_x + (mw * (nx - dx)) / dw) * scalex / tmw);
my = (mtex->y / tmh) + ((my - mask_y + (mh * (ny - dy)) / dy) * scaley / tmh);
mw = (mw * nw * scalex / dw) / tmw;
mh = (mh * nh * scaley / dh) / tmh;
}
else mtex = NULL;
if ((!gc->dc->cutout.rects) ||
((gc->shared->info.tune.cutout.max > 0) &&

View File

@ -979,6 +979,7 @@ evas_gl_common_image_map_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im,
//mx = mx - dc->clip.mask_x;
//my = my - dc->clip.mask_y;
}
else mtex = NULL;
evas_gl_common_context_image_map_push(gc, im->tex, npoints, p,
c, cx, cy, cw, ch,
@ -993,12 +994,12 @@ _evas_gl_common_image_push(Evas_Engine_GL_Context *gc, Evas_GL_Image *im,
int sx, int sy, int sw, int sh,
int cx, int cy, int cw, int ch,
int r, int g, int b, int a,
Evas_GL_Image *mask, int mask_x, int mask_y,
Evas_GL_Image *mask,
Eina_Bool smooth,
Eina_Bool yuv, Eina_Bool yuy2, Eina_Bool nv12,
Eina_Bool rgb_a_pair)
{
double mx = 0, my = 0, mw = 0, mh = 0;
int mx = 0, my = 0, mw = 0, mh = 0;
double ssx, ssy, ssw, ssh;
Evas_GL_Texture *mtex = mask ? mask->tex : NULL;
Eina_Bool mask_smooth = EINA_FALSE;
@ -1012,19 +1013,13 @@ _evas_gl_common_image_push(Evas_Engine_GL_Context *gc, Evas_GL_Image *im,
if (mtex && mtex->pt && mtex->pt->w && mtex->pt->h)
{
const double tmw = mtex->pt->w;
const double tmh = mtex->pt->h;
double scalex = 1.0;
double scaley = 1.0;
// canvas coords
mx = mask_x; my = mask_y;
mx = gc->dc->clip.mask_x;
my = gc->dc->clip.mask_y;
if (mask->scaled.origin)
{
mw = mask->scaled.w;
mh = mask->scaled.h;
scalex = mask->w / (double)mask->scaled.w;
scaley = mask->h / (double)mask->scaled.h;
mask_smooth = mask->scaled.smooth;
}
else
@ -1032,15 +1027,8 @@ _evas_gl_common_image_push(Evas_Engine_GL_Context *gc, Evas_GL_Image *im,
mw = mask->w;
mh = mask->h;
}
RECTS_CLIP_TO_RECT(mx, my, mw, mh, cx, cy, cw, ch);
RECTS_CLIP_TO_RECT(mx, my, mw, mh, dx, dy, dw, dh);
// convert to tex coords
mx = (mtex->x / tmw) + ((mx - mask_x) * scalex / tmw);
my = (mtex->y / tmh) + ((my - mask_y) * scaley / tmh);
mw = mw * scalex / tmw;
mh = mh * scaley / tmh;
}
else mtex = NULL;
if ((nx == dx) && (ny == dy) && (nw == dw) && (nh == dh))
{
@ -1147,7 +1135,6 @@ evas_gl_common_image_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int sx,
Eina_Bool nv12 = EINA_FALSE;
Eina_Bool rgb_a_pair = EINA_FALSE;
Evas_GL_Image *mask;
int mask_x, mask_y;
if (sw < 1) sw = 1;
if (sh < 1) sh = 1;
@ -1166,8 +1153,6 @@ evas_gl_common_image_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int sx,
// Prepare mask image, if there is one
mask = dc->clip.mask;
mask_x = dc->clip.mask_x;
mask_y = dc->clip.mask_y;
if (mask)
{
evas_gl_common_image_update(gc, mask);
@ -1175,8 +1160,6 @@ evas_gl_common_image_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int sx,
{
ERR("Failed to apply mask image");
mask = NULL;
mask_x = 0;
mask_y = 0;
}
}
@ -1221,7 +1204,7 @@ evas_gl_common_image_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int sx,
gc->dc->clip.x, gc->dc->clip.y,
gc->dc->clip.w, gc->dc->clip.h,
r, g, b, a,
mask, mask_x, mask_y,
mask,
smooth,
yuv, yuy2, nv12, rgb_a_pair);
}
@ -1232,7 +1215,7 @@ evas_gl_common_image_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int sx,
sx, sy, sw, sh,
dx, dy, dw, dh,
r, g, b, a,
mask, mask_x, mask_y,
mask,
smooth,
yuv, yuy2, nv12, rgb_a_pair);
}
@ -1259,7 +1242,7 @@ evas_gl_common_image_draw(Evas_Engine_GL_Context *gc, Evas_GL_Image *im, int sx,
sx, sy, sw, sh,
rct->x, rct->y, rct->w, rct->h,
r, g, b, a,
mask, mask_x, mask_y,
mask,
smooth,
yuv, yuy2, nv12, rgb_a_pair);
}

View File

@ -5,7 +5,7 @@ evas_gl_common_rect_draw(Evas_Engine_GL_Context *gc, int x, int y, int w, int h)
{
Cutout_Rect *r;
int c, cx, cy, cw, ch, cr, cg, cb, ca, i;
double mx = 0, my = 0, mw = 0, mh = 0;
int mx = 0, my = 0, mw = 0, mh = 0;
Eina_Bool mask_smooth = EINA_FALSE;
Evas_GL_Image *mask = gc->dc->clip.mask;
Evas_GL_Texture *mtex = mask ? mask->tex : NULL;
@ -30,23 +30,15 @@ evas_gl_common_rect_draw(Evas_Engine_GL_Context *gc, int x, int y, int w, int h)
gc->dc->clip.w, gc->dc->clip.h);
}
if (mtex)
if (mtex && mtex->pt && mtex->pt->w && mtex->pt->h)
{
const double mask_x = gc->dc->clip.mask_x;
const double mask_y = gc->dc->clip.mask_y;
const double tmw = mtex->pt->w;
const double tmh = mtex->pt->h;
double scalex = 1.0;
double scaley = 1.0;
// canvas coords
mx = mask_x; my = mask_y;
if (mask->scaled.origin && mask->scaled.w && mask->scaled.h)
mx = gc->dc->clip.mask_x;
my = gc->dc->clip.mask_y;
if (mask->scaled.origin)
{
mw = mask->scaled.w;
mh = mask->scaled.h;
scalex = mask->w / (double)mask->scaled.w;
scaley = mask->h / (double)mask->scaled.h;
mask_smooth = mask->scaled.smooth;
}
else
@ -54,16 +46,8 @@ evas_gl_common_rect_draw(Evas_Engine_GL_Context *gc, int x, int y, int w, int h)
mw = mask->w;
mh = mask->h;
}
RECTS_CLIP_TO_RECT(mx, my, mw, mh, cx, cy, cw, ch);
mx -= gc->dc->clip.mask_x;
my -= gc->dc->clip.mask_y;
// convert to tex coords
mx = (mtex->x / tmw) + ((mx - mask_x) * scalex / tmw);
my = (mtex->y / tmh) + ((my - mask_y) * scaley / tmh);
mw = mw * scalex / tmw;
mh = mh * scaley / tmh;
}
else mtex = NULL;
if (!gc->dc->cutout.rects)
{

View File

@ -79,7 +79,7 @@ _evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
glBindAttribLocation(p->prog, SHAD_TEXA, "tex_coorda");
glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
glBindAttribLocation(p->prog, SHAD_MASK, "mask_coord");
glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
if (!ok)
@ -189,9 +189,9 @@ _evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
glBindAttribLocation(p->prog, SHAD_TEXUV, "tex_coord");
glBindAttribLocation(p->prog, SHAD_TEXUV2, "tex_coord2");
glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
glBindAttribLocation(p->prog, SHAD_TEXA, "tex_coorda");
glBindAttribLocation(p->prog, SHAD_TEXA, "tex_coorda");
glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
glBindAttribLocation(p->prog, SHAD_MASK, "mask_coord");
glLinkProgram(p->prog);
ok = 0;

View File

@ -80,7 +80,7 @@ static const char const font_mask_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@ -90,7 +90,10 @@ static const char const font_mask_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
" tex_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_font_mask_vert_src =
{
@ -2244,10 +2247,10 @@ static const char const img_mask_frag_glsl[] =
"uniform sampler2D texm;\n"
"varying vec4 col;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, coord_c.xy).bgra * col;\n"
" gl_FragColor = texture2D(texm, tex_m.xy).a * texture2D(tex, coord_c.xy).bgra * col;\n"
"}\n";
Evas_GL_Program_Source shader_img_mask_frag_src =
{
@ -2263,17 +2266,20 @@ static const char const img_mask_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" coord_c = tex_coord;\n"
" coord_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_img_mask_vert_src =
{
@ -2293,10 +2299,10 @@ static const char const img_mask_nomul_frag_glsl[] =
"uniform sampler2D tex;\n"
"uniform sampler2D texm;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, coord_c.xy) * texture2D(texm, coord_m).a;\n"
" gl_FragColor = texture2D(tex, coord_c.xy) * texture2D(texm, tex_m).a;\n"
"}\n";
Evas_GL_Program_Source shader_img_mask_nomul_frag_src =
{
@ -2311,15 +2317,18 @@ static const char const img_mask_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" coord_c = tex_coord;\n"
" coord_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_img_mask_nomul_vert_src =
{
@ -2340,10 +2349,10 @@ static const char const img_mask_bgra_frag_glsl[] =
"uniform sampler2D texm;\n"
"varying vec4 col;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, coord_c.xy) * col;\n"
" gl_FragColor = texture2D(texm, tex_m.xy).a * texture2D(tex, coord_c.xy) * col;\n"
"}\n";
Evas_GL_Program_Source shader_img_mask_bgra_frag_src =
{
@ -2359,17 +2368,20 @@ static const char const img_mask_bgra_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" coord_c = tex_coord;\n"
" coord_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_img_mask_bgra_vert_src =
{
@ -2389,10 +2401,10 @@ static const char const img_mask_bgra_nomul_frag_glsl[] =
"uniform sampler2D tex;\n"
"uniform sampler2D texm;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, coord_c.xy);\n"
" gl_FragColor = texture2D(texm, tex_m.xy).a * texture2D(tex, coord_c.xy);\n"
"}\n";
Evas_GL_Program_Source shader_img_mask_bgra_nomul_frag_src =
{
@ -2407,15 +2419,18 @@ static const char const img_mask_bgra_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" coord_c = tex_coord;\n"
" coord_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_img_mask_bgra_nomul_vert_src =
{
@ -2462,7 +2477,8 @@ static const char const yuv_mask_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord, tex_coord2, tex_coord3, tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"attribute vec2 tex_coord, tex_coord2, tex_coord3;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c, tex_c2, tex_c3, tex_m;\n"
@ -2473,7 +2489,10 @@ static const char const yuv_mask_vert_glsl[] =
" tex_c = tex_coord;\n"
" tex_c2 = tex_coord2;\n"
" tex_c3 = tex_coord3;\n"
" tex_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_yuv_mask_vert_src =
{
@ -2523,7 +2542,8 @@ static const char const nv12_mask_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord, tex_coord2, tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"attribute vec2 tex_coord, tex_coord2;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c, tex_cuv, tex_m;\n"
@ -2533,7 +2553,10 @@ static const char const nv12_mask_vert_glsl[] =
" col = color;\n"
" tex_c = tex_coord;\n"
" tex_cuv = tex_coord2 * 0.5;\n"
" tex_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_nv12_mask_vert_src =
{
@ -2582,7 +2605,8 @@ static const char const yuy2_mask_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord, tex_coord2, tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"attribute vec2 tex_coord, tex_coord2;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c, tex_cuv, tex_m;\n"
@ -2592,7 +2616,10 @@ static const char const yuy2_mask_vert_glsl[] =
" col = color;\n"
" tex_c = tex_coord;\n"
" tex_cuv = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
" tex_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_yuy2_mask_vert_src =
{
@ -2615,11 +2642,11 @@ static const char const rgb_a_pair_mask_frag_glsl[] =
"varying vec4 col;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_a;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_FragColor.rgb = texture2D(tex, coord_c.xy).rgb * col.rgb * texture2D(texa, coord_a).g * texture2D(texm, coord_m.xy).a;\n"
" gl_FragColor.a = col.a * texture2D(texa, coord_a).g * texture2D(texm, coord_m.xy).a;\n"
" gl_FragColor.rgb = texture2D(tex, coord_c.xy).rgb * col.rgb * texture2D(texa, coord_a).g * texture2D(texm, tex_m.xy).a;\n"
" gl_FragColor.a = col.a * texture2D(texa, coord_a).g * texture2D(texm, tex_m.xy).a;\n"
"}\n";
Evas_GL_Program_Source shader_rgb_a_pair_mask_frag_src =
{
@ -2636,19 +2663,22 @@ static const char const rgb_a_pair_mask_vert_glsl[] =
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_coorda;\n"
"attribute vec2 tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_a;\n"
"varying vec2 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" coord_c = tex_coord;\n"
" coord_a = tex_coorda;\n"
" coord_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_rgb_a_pair_mask_vert_src =
{
@ -2667,10 +2697,10 @@ static const char const rect_mask_frag_glsl[] =
"#endif\n"
"uniform sampler2D texm;\n"
"varying vec4 col;\n"
"varying vec4 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(texm, coord_m.xy).a * col;\n"
" gl_FragColor = texture2D(texm, tex_m.xy).a * col;\n"
"}\n";
Evas_GL_Program_Source shader_rect_mask_frag_src =
{
@ -2685,15 +2715,18 @@ static const char const rect_mask_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec4 tex_coordm;\n"
"attribute vec4 mask_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec4 coord_m;\n"
"varying vec2 tex_m;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" coord_m = tex_coordm;\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_rect_mask_vert_src =
{
@ -2729,8 +2762,8 @@ static const char const map_mask_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex, color;\n"
"attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;\n"
"attribute vec4 vertex, color, mask_coord;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c, tex_m;\n"
"varying vec4 col;\n"
@ -2739,10 +2772,10 @@ static const char const map_mask_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
" col = color;\n"
" // tex_coorda contains the Y-invert flag\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" vec4 mask_Position = mvp * vertex * vec4(0.5, sign(tex_coorda.y) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
" tex_m = mask_Position.xy * tex_sample + tex_coordm;\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_map_mask_vert_src =
{
@ -2776,18 +2809,18 @@ static const char const map_mask_nomul_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;\n"
"attribute vec4 vertex, mask_coord;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c, tex_m;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
" // tex_coorda contains the Y-invert flag\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" vec4 mask_Position = mvp * vertex * vec4(0.5, sign(tex_coorda.y) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
" tex_m = mask_Position.xy * tex_sample + tex_coordm;\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_map_mask_nomul_vert_src =
{
@ -2823,8 +2856,8 @@ static const char const map_mask_bgra_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex, color;\n"
"attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;\n"
"attribute vec4 vertex, color, mask_coord;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c, tex_m;\n"
"varying vec4 col;\n"
@ -2833,10 +2866,10 @@ static const char const map_mask_bgra_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
" col = color;\n"
" // tex_coorda contains the Y-invert flag\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" vec4 mask_Position = mvp * vertex * vec4(0.5, sign(tex_coorda.y) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
" tex_m = mask_Position.xy * tex_sample + tex_coordm;\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_map_mask_bgra_vert_src =
{
@ -2870,18 +2903,18 @@ static const char const map_mask_bgra_nomul_vert_glsl[] =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;\n"
"attribute vec4 vertex, mask_coord;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c, tex_m;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
" // tex_coorda contains the Y-invert flag\n"
" // mask_coord.w contains the Y-invert flag\n"
" // position on screen in [0..1] range of current pixel\n"
" vec4 mask_Position = mvp * vertex * vec4(0.5, sign(tex_coorda.y) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
" tex_m = mask_Position.xy * tex_sample + tex_coordm;\n"
" 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"
" tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
"}\n";
Evas_GL_Program_Source shader_map_mask_bgra_nomul_vert_src =
{

View File

@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
attribute vec2 tex_coordm;
attribute vec4 mask_coord;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@ -14,6 +14,10 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
tex_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -9,9 +9,9 @@ uniform sampler2D tex;
uniform sampler2D texm;
varying vec4 col;
varying vec2 coord_c;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, coord_c.xy) * col;
gl_FragColor = texture2D(texm, tex_m.xy).a * texture2D(tex, coord_c.xy) * col;
}

View File

@ -8,9 +8,9 @@ precision mediump float;
uniform sampler2D tex;
uniform sampler2D texm;
varying vec2 coord_c;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, coord_c.xy);
gl_FragColor = texture2D(texm, tex_m.xy).a * texture2D(tex, coord_c.xy);
}

View File

@ -3,14 +3,18 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
attribute vec2 tex_coordm;
attribute vec4 mask_coord;
uniform mat4 mvp;
varying vec2 coord_c;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_Position = mvp * vertex;
coord_c = tex_coord;
coord_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -4,16 +4,20 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
attribute vec2 tex_coordm;
attribute vec4 mask_coord;
uniform mat4 mvp;
varying vec4 col;
varying vec2 coord_c;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_Position = mvp * vertex;
col = color;
coord_c = tex_coord;
coord_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -9,9 +9,9 @@ uniform sampler2D tex;
uniform sampler2D texm;
varying vec4 col;
varying vec2 coord_c;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_FragColor = texture2D(texm, coord_m.xy).a * texture2D(tex, coord_c.xy).bgra * col;
gl_FragColor = texture2D(texm, tex_m.xy).a * texture2D(tex, coord_c.xy).bgra * col;
}

View File

@ -8,9 +8,9 @@ precision mediump float;
uniform sampler2D tex;
uniform sampler2D texm;
varying vec2 coord_c;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_FragColor = texture2D(tex, coord_c.xy) * texture2D(texm, coord_m).a;
gl_FragColor = texture2D(tex, coord_c.xy) * texture2D(texm, tex_m).a;
}

View File

@ -3,14 +3,18 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
attribute vec2 tex_coordm;
attribute vec4 mask_coord;
uniform mat4 mvp;
varying vec2 coord_c;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_Position = mvp * vertex;
coord_c = tex_coord;
coord_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -4,16 +4,20 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
attribute vec2 tex_coordm;
attribute vec4 mask_coord;
uniform mat4 mvp;
varying vec4 col;
varying vec2 coord_c;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_Position = mvp * vertex;
col = color;
coord_c = tex_coord;
coord_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -1,8 +1,8 @@
#ifdef GL_ES
precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;
attribute vec4 vertex, mask_coord;
attribute vec2 tex_coord;
uniform mat4 mvp;
varying vec2 tex_c, tex_m;
void main()
@ -10,8 +10,8 @@ void main()
gl_Position = mvp * vertex;
tex_c = tex_coord;
// tex_coorda contains the Y-invert flag
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
vec4 mask_Position = mvp * vertex * vec4(0.5, sign(tex_coorda.y) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);
tex_m = mask_Position.xy * tex_sample + tex_coordm;
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -1,8 +1,8 @@
#ifdef GL_ES
precision highp float;
#endif
attribute vec4 vertex, color;
attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;
attribute vec4 vertex, color, mask_coord;
attribute vec2 tex_coord;
uniform mat4 mvp;
varying vec2 tex_c, tex_m;
varying vec4 col;
@ -12,8 +12,8 @@ void main()
tex_c = tex_coord;
col = color;
// tex_coorda contains the Y-invert flag
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
vec4 mask_Position = mvp * vertex * vec4(0.5, sign(tex_coorda.y) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);
tex_m = mask_Position.xy * tex_sample + tex_coordm;
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -1,8 +1,8 @@
#ifdef GL_ES
precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;
attribute vec4 vertex, mask_coord;
attribute vec2 tex_coord;
uniform mat4 mvp;
varying vec2 tex_c, tex_m;
void main()
@ -10,8 +10,8 @@ void main()
gl_Position = mvp * vertex;
tex_c = tex_coord;
// tex_coorda contains the Y-invert flag
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
vec4 mask_Position = mvp * vertex * vec4(0.5, sign(tex_coorda.y) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);
tex_m = mask_Position.xy * tex_sample + tex_coordm;
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -1,8 +1,8 @@
#ifdef GL_ES
precision highp float;
#endif
attribute vec4 vertex, color;
attribute vec2 tex_coord, tex_coordm, tex_sample, tex_coorda;
attribute vec4 vertex, color, mask_coord;
attribute vec2 tex_coord;
uniform mat4 mvp;
varying vec2 tex_c, tex_m;
varying vec4 col;
@ -12,8 +12,8 @@ void main()
tex_c = tex_coord;
col = color;
// tex_coorda contains the Y-invert flag
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
vec4 mask_Position = mvp * vertex * vec4(0.5, sign(tex_coorda.y) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);
tex_m = mask_Position.xy * tex_sample + tex_coordm;
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -3,7 +3,8 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord, tex_coord2, tex_coordm;
attribute vec4 mask_coord;
attribute vec2 tex_coord, tex_coord2;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c, tex_cuv, tex_m;
@ -13,5 +14,9 @@ void main()
col = color;
tex_c = tex_coord;
tex_cuv = tex_coord2 * 0.5;
tex_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -7,8 +7,8 @@ precision mediump float;
#endif
uniform sampler2D texm;
varying vec4 col;
varying vec4 coord_m;
varying vec2 tex_m;
void main()
{
gl_FragColor = texture2D(texm, coord_m.xy).a * col;
gl_FragColor = texture2D(texm, tex_m.xy).a * col;
}

View File

@ -3,13 +3,17 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec4 color;
attribute vec4 tex_coordm;
attribute vec4 mask_coord;
uniform mat4 mvp;
varying vec4 col;
varying vec4 coord_m;
varying vec2 tex_m;
void main()
{
gl_Position = mvp * vertex;
col = color;
coord_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -11,9 +11,9 @@ uniform sampler2D texm;
varying vec4 col;
varying vec2 coord_c;
varying vec2 coord_a;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_FragColor.rgb = texture2D(tex, coord_c.xy).rgb * col.rgb * texture2D(texa, coord_a).g * texture2D(texm, coord_m.xy).a;
gl_FragColor.a = col.a * texture2D(texa, coord_a).g * texture2D(texm, coord_m.xy).a;
gl_FragColor.rgb = texture2D(tex, coord_c.xy).rgb * col.rgb * texture2D(texa, coord_a).g * texture2D(texm, tex_m.xy).a;
gl_FragColor.a = col.a * texture2D(texa, coord_a).g * texture2D(texm, tex_m.xy).a;
}

View File

@ -5,17 +5,21 @@ attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
attribute vec2 tex_coorda;
attribute vec2 tex_coordm;
attribute vec4 mask_coord;
uniform mat4 mvp;
varying vec4 col;
varying vec2 coord_c;
varying vec2 coord_a;
varying vec2 coord_m;
varying vec2 tex_m;
void main()
{
gl_Position = mvp * vertex;
col = color;
coord_c = tex_coord;
coord_a = tex_coorda;
coord_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -3,7 +3,8 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord, tex_coord2, tex_coord3, tex_coordm;
attribute vec4 mask_coord;
attribute vec2 tex_coord, tex_coord2, tex_coord3;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c, tex_c2, tex_c3, tex_m;
@ -14,5 +15,9 @@ void main()
tex_c = tex_coord;
tex_c2 = tex_coord2;
tex_c3 = tex_coord3;
tex_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}

View File

@ -3,7 +3,8 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord, tex_coord2, tex_coordm;
attribute vec4 mask_coord;
attribute vec2 tex_coord, tex_coord2;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c, tex_cuv, tex_m;
@ -13,5 +14,9 @@ void main()
col = color;
tex_c = tex_coord;
tex_cuv = vec2(tex_coord2.x * 0.5, tex_coord2.y);
tex_m = tex_coordm;
// mask_coord.w contains the Y-invert flag
// position on screen in [0..1] range of current pixel
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);
tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;
}