Evas GL common: Use uniform instead of attribute for sample
Image and texture programs "12", "21" and "22" used tex_sample as a texture attribute passed to the vertex shader. Instead of this seemingly hackish solution, use a vec2 uniform.
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7c5f92d702
commit
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@ -276,8 +276,7 @@
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#define SHAD_TEXUV2 3
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#define SHAD_TEXUV3 4
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#define SHAD_TEXA 5
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#define SHAD_TEXSAM 6
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#define SHAD_TEXM 7
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#define SHAD_TEXM 6
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typedef struct _Evas_GL_Program Evas_GL_Program;
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typedef struct _Evas_GL_Program_Source Evas_GL_Program_Source;
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@ -474,7 +473,6 @@ struct _Evas_Engine_GL_Context
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GLfloat *texuv2;
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GLfloat *texuv3;
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GLfloat *texa;
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GLfloat *texsam;
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GLfloat *texm;
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Eina_List *uniforms; /* Evas_GL_Uniform */
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Eina_Bool line: 1;
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@ -484,7 +482,6 @@ struct _Evas_Engine_GL_Context
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Eina_Bool use_texuv2 : 1;
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Eina_Bool use_texuv3 : 1;
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Eina_Bool use_texa : 1;
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Eina_Bool use_texsam : 1;
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Eina_Bool use_texm : 1;
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Eina_Bool anti_alias : 1;
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Evas_GL_Image *im;
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@ -949,7 +949,6 @@ evas_gl_common_context_free(Evas_Engine_GL_Context *gc)
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if (gc->pipe[i].array.texa) free(gc->pipe[i].array.texa);
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if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
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if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
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if (gc->pipe[i].array.texsam) free(gc->pipe[i].array.texsam);
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if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
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}
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}
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@ -1251,9 +1250,6 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
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#define PUSH_TEXM(n, u, v) do { \
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gc->pipe[n].array.texm[nm++] = u; \
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gc->pipe[n].array.texm[nm++] = v; } while(0)
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#define PUSH_TEXSAM(n, x, y) do { \
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gc->pipe[n].array.texsam[ns++] = x; \
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gc->pipe[n].array.texsam[ns++] = y; } while(0)
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#define PUSH_6_COLORS(pn, r, g, b, a) \
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do { int i; for (i = 0; i < 6; i++) PUSH_COLOR(pn, r, g, b, a); } while(0)
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@ -1300,7 +1296,6 @@ array_alloc(Evas_Engine_GL_Context *gc, int n)
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ALOC(texa, GLfloat, 2);
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ALOC(texuv2, GLfloat, 2);
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ALOC(texuv3, GLfloat, 2);
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ALOC(texsam, GLfloat, 2);
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ALOC(texm, GLfloat, 2);
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return;
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}
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@ -1316,7 +1311,6 @@ array_alloc(Evas_Engine_GL_Context *gc, int n)
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RALOC(texa, GLfloat, 2);
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RALOC(texuv2, GLfloat, 2);
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RALOC(texuv3, GLfloat, 2);
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RALOC(texsam, GLfloat, 2);
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RALOC(texm, GLfloat, 2);
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}
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@ -1653,7 +1647,6 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_texm = 0;
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PIPE_GROW(gc, pn, 2);
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@ -1674,7 +1667,6 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_texm = 0;
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}
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@ -1727,7 +1719,6 @@ again:
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_texm = !!mtex;
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}
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else
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@ -1779,7 +1770,6 @@ again:
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_texm = !!mtex;
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}
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}
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@ -1815,7 +1805,6 @@ again:
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_texm = !!mtex;
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#endif
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@ -2070,7 +2059,6 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texm = !!mtex;
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gc->pipe[pn].array.use_texsam = sam;
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -2110,14 +2098,7 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
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{
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double samx = (double)(sw) / (double)(tex->pt->w * w * 4);
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double samy = (double)(sh) / (double)(tex->pt->h * h * 4);
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PUSH_TEXSAM(pn, samx, samy);
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PUSH_TEXSAM(pn, samx, samy);
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PUSH_TEXSAM(pn, samx, samy);
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PUSH_TEXSAM(pn, samx, samy);
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PUSH_TEXSAM(pn, samx, samy);
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PUSH_TEXSAM(pn, samx, samy);
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PUSH_UNIFORM(pn, EVAS_GL_UNIFORM_VEC2, "sample", samx, samy);
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}
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PUSH_MASK(pn, mtex, mx, my, mw, mh);
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@ -2170,7 +2151,6 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texm = !!mtex;
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gc->pipe[pn].array.use_texsam = 0;
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -2264,7 +2244,6 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].array.use_texuv2 = 1;
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gc->pipe[pn].array.use_texuv3 = 1;
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gc->pipe[pn].array.use_texm = !!mtex;
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gc->pipe[pn].array.use_texsam = 0;
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -2368,7 +2347,6 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].array.use_texuv2 = 1;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texm = !!mtex;
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gc->pipe[pn].array.use_texsam = 0;
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -2466,7 +2444,6 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].array.use_texuv2 = 1;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texm = !!mtex;
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gc->pipe[pn].array.use_texsam = 0;
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -2569,7 +2546,6 @@ evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].array.use_texuv2 = 0;
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gc->pipe[pn].array.use_texuv3 = 0;
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gc->pipe[pn].array.use_texa = EINA_TRUE;
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gc->pipe[pn].array.use_texsam = 0;
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gc->pipe[pn].array.use_texm = !!mtex;
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pipe_region_expand(gc, pn, x, y, w, h);
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@ -2822,7 +2798,6 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
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gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;
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gc->pipe[pn].array.use_texm = !!mtex;
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gc->pipe[pn].array.use_texa = 0;
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gc->pipe[pn].array.use_texsam = 0;
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pipe_region_expand(gc, pn, x, y, w, h);
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PIPE_GROW(gc, pn, 6);
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@ -3266,7 +3241,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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unsigned char *texuv2_ptr = NULL;
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unsigned char *texuv3_ptr = NULL;
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unsigned char *texa_ptr = NULL;
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unsigned char *texsam_ptr = NULL;
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unsigned char *texm_ptr = NULL;
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if (glsym_glMapBuffer && glsym_glUnmapBuffer)
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@ -3282,8 +3256,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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texuv2_ptr = texuv_ptr + TEX_SIZE;
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texuv3_ptr = texuv2_ptr + TEX_SIZE;
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texa_ptr = texuv3_ptr + TEX_SIZE;
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texsam_ptr = texa_ptr + TEX_SIZE;
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texm_ptr = texsam_ptr + TEX_SIZE;
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texm_ptr = texa_ptr + TEX_SIZE;
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# define END_POINTER (texm_ptr + TEX_SIZE)
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glBindBuffer(GL_ARRAY_BUFFER, gc->pipe[i].array.buffer);
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@ -3311,12 +3284,10 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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memcpy(x + (unsigned long)texuv3_ptr, gc->pipe[i].array.texuv3, TEX_SIZE);
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if (gc->pipe[i].array.use_texa)
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memcpy(x + (unsigned long)texa_ptr, gc->pipe[i].array.texa, TEX_SIZE);
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if (gc->pipe[i].array.use_texsam)
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memcpy(x + (unsigned long)texsam_ptr, gc->pipe[i].array.texsam, TEX_SIZE);
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if (gc->pipe[i].array.use_texm)
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memcpy(x + (unsigned long)texm_ptr, gc->pipe[i].array.texm, TEX_SIZE);
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/*
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fprintf(stderr, "copy %i bytes [%i/%i slots] [%i + %i + %i + %i + %i + %i + %i] <%i %i %i %i %i %i %i>\n",
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fprintf(stderr, "copy %i bytes [%i/%i slots] [%i + %i + %i + %i + %i + %i + %i] <%i %i %i %i %i %i>\n",
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(int)((unsigned char *)END_POINTER),
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gc->pipe[i].array.num,
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gc->pipe[i].array.alloc,
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@ -3327,7 +3298,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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gc->pipe[i].array.use_texuv2,
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gc->pipe[i].array.use_texuv3,
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gc->pipe[i].array.use_texa,
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gc->pipe[i].array.use_texsam,
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gc->pipe[i].array.use_texm);
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*/
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glsym_glUnmapBuffer(GL_ARRAY_BUFFER);
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@ -3341,7 +3311,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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texuv2_ptr = (unsigned char *)gc->pipe[i].array.texuv2;
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texuv3_ptr = (unsigned char *)gc->pipe[i].array.texuv3;
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texa_ptr = (unsigned char *)gc->pipe[i].array.texa;
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texsam_ptr = (unsigned char *)gc->pipe[i].array.texsam;
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texm_ptr = (unsigned char *)gc->pipe[i].array.texm;
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}
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glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, (void *)vertex_ptr);
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@ -3371,8 +3340,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glDisableVertexAttribArray(SHAD_TEXA);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glDisableVertexAttribArray(SHAD_TEXSAM);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glDisableVertexAttribArray(SHAD_TEXM);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glDrawArrays(GL_LINES, 0, gc->pipe[i].array.num);
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@ -3444,17 +3411,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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glDisableVertexAttribArray(SHAD_TEXA);
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}
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if (gc->pipe[i].array.use_texsam)
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{
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glEnableVertexAttribArray(SHAD_TEXSAM);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glVertexAttribPointer(SHAD_TEXSAM, 2, GL_FLOAT, GL_FALSE, 0, (void *)texsam_ptr);
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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}
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else
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{
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glDisableVertexAttribArray(SHAD_TEXSAM);
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}
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if ((gc->pipe[i].array.use_texuv2) && (gc->pipe[i].array.use_texuv3))
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{
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glEnableVertexAttribArray(SHAD_TEXUV2);
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@ -3652,7 +3608,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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if (gc->pipe[i].array.texa) free(gc->pipe[i].array.texa);
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if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
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if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
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if (gc->pipe[i].array.texsam) free(gc->pipe[i].array.texsam);
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if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
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gc->pipe[i].array.line = 0;
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@ -3662,7 +3617,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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gc->pipe[i].array.use_texuv2 = 0;
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gc->pipe[i].array.use_texuv3 = 0;
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gc->pipe[i].array.use_texa = 0;
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gc->pipe[i].array.use_texsam = 0;
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gc->pipe[i].array.use_texm = 0;
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gc->pipe[i].array.vertex = NULL;
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@ -3671,7 +3625,6 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
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gc->pipe[i].array.texa = NULL;
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gc->pipe[i].array.texuv2 = NULL;
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gc->pipe[i].array.texuv3 = NULL;
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gc->pipe[i].array.texsam = NULL;
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gc->pipe[i].array.texm = NULL;
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gc->pipe[i].array.num = 0;
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@ -77,7 +77,6 @@ _evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
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glBindAttribLocation(p->prog, SHAD_TEXUV2, "tex_coord2");
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glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
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glBindAttribLocation(p->prog, SHAD_TEXA, "tex_coorda");
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glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
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glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
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glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
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@ -202,8 +201,6 @@ _evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glBindAttribLocation(p->prog, SHAD_TEXA, "tex_coorda");
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
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GLERR(__FUNCTION__, __FILE__, __LINE__, "");
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@ -156,7 +156,7 @@ static const char const img_12_bgra_nomul_vert_glsl[] =
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"#endif\n"
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"attribute vec4 vertex;\n"
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"attribute vec2 tex_coord;\n"
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"attribute vec2 tex_sample;\n"
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"uniform vec2 sample;\n"
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"uniform mat4 mvp;\n"
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"varying vec2 tex_c;\n"
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"varying vec2 tex_s[2];\n"
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@ -165,8 +165,8 @@ static const char const img_12_bgra_nomul_vert_glsl[] =
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"{\n"
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" gl_Position = mvp * vertex;\n"
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" tex_c = tex_coord;\n"
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" tex_s[0] = vec2(0, -tex_sample.y);\n"
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" tex_s[1] = vec2(0, tex_sample.y);\n"
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" tex_s[0] = vec2(0, -sample.y);\n"
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" tex_s[1] = vec2(0, sample.y);\n"
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" div_s = vec4(2, 2, 2, 2);\n"
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"}\n";
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Evas_GL_Program_Source shader_img_12_bgra_nomul_vert_src =
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@ -183,7 +183,7 @@ static const char const img_12_bgra_vert_glsl[] =
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"attribute vec4 vertex;\n"
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"attribute vec4 color;\n"
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"attribute vec2 tex_coord;\n"
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"attribute vec2 tex_sample;\n"
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"uniform vec2 sample;\n"
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"uniform mat4 mvp;\n"
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"varying vec4 col;\n"
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"varying vec2 tex_c;\n"
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@ -194,8 +194,8 @@ static const char const img_12_bgra_vert_glsl[] =
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" gl_Position = mvp * vertex;\n"
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" col = color;\n"
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" tex_c = tex_coord;\n"
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" tex_s[0] = vec2(0, -tex_sample.y);\n"
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" tex_s[1] = vec2(0, tex_sample.y);\n"
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" tex_s[0] = vec2(0, -sample.y);\n"
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" tex_s[1] = vec2(0, sample.y);\n"
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" div_s = vec4(2, 2, 2, 2);\n"
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"}\n";
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Evas_GL_Program_Source shader_img_12_bgra_vert_src =
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|
@ -262,7 +262,7 @@ static const char const img_12_nomul_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[2];\n"
|
||||
|
@ -271,8 +271,8 @@ static const char const img_12_nomul_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(0, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2(0, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(0, -sample.y);\n"
|
||||
" tex_s[1] = vec2(0, sample.y);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_12_nomul_vert_src =
|
||||
|
@ -289,7 +289,7 @@ static const char const img_12_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -300,8 +300,8 @@ static const char const img_12_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(0, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2(0, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(0, -sample.y);\n"
|
||||
" tex_s[1] = vec2(0, sample.y);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_12_vert_src =
|
||||
|
@ -368,7 +368,7 @@ static const char const img_21_bgra_nomul_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[2];\n"
|
||||
|
@ -377,8 +377,8 @@ static const char const img_21_bgra_nomul_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, 0);\n"
|
||||
" tex_s[0] = vec2(-sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( sample.x, 0);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_21_bgra_nomul_vert_src =
|
||||
|
@ -395,7 +395,7 @@ static const char const img_21_bgra_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -406,8 +406,8 @@ static const char const img_21_bgra_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, 0);\n"
|
||||
" tex_s[0] = vec2(-sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( sample.x, 0);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_21_bgra_vert_src =
|
||||
|
@ -474,7 +474,7 @@ static const char const img_21_nomul_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[2];\n"
|
||||
|
@ -483,8 +483,8 @@ static const char const img_21_nomul_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, 0);\n"
|
||||
" tex_s[0] = vec2(-sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( sample.x, 0);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_21_nomul_vert_src =
|
||||
|
@ -501,7 +501,7 @@ static const char const img_21_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -512,8 +512,8 @@ static const char const img_21_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, 0);\n"
|
||||
" tex_s[0] = vec2(-sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( sample.x, 0);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_21_vert_src =
|
||||
|
@ -584,7 +584,7 @@ static const char const img_22_bgra_nomul_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[4];\n"
|
||||
|
@ -593,10 +593,10 @@ static const char const img_22_bgra_nomul_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(-sample.x, -sample.y);\n"
|
||||
" tex_s[1] = vec2( sample.x, -sample.y);\n"
|
||||
" tex_s[2] = vec2( sample.x, sample.y);\n"
|
||||
" tex_s[3] = vec2(-sample.x, sample.y);\n"
|
||||
" div_s = vec4(4, 4, 4, 4);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_22_bgra_nomul_vert_src =
|
||||
|
@ -613,7 +613,7 @@ static const char const img_22_bgra_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -624,10 +624,10 @@ static const char const img_22_bgra_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(-sample.x, -sample.y);\n"
|
||||
" tex_s[1] = vec2( sample.x, -sample.y);\n"
|
||||
" tex_s[2] = vec2( sample.x, sample.y);\n"
|
||||
" tex_s[3] = vec2(-sample.x, sample.y);\n"
|
||||
" div_s = vec4(4, 4, 4, 4);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_22_bgra_vert_src =
|
||||
|
@ -698,7 +698,7 @@ static const char const img_22_nomul_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[4];\n"
|
||||
|
@ -707,10 +707,10 @@ static const char const img_22_nomul_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(-sample.x, -sample.y);\n"
|
||||
" tex_s[1] = vec2( sample.x, -sample.y);\n"
|
||||
" tex_s[2] = vec2( sample.x, sample.y);\n"
|
||||
" tex_s[3] = vec2(-sample.x, sample.y);\n"
|
||||
" div_s = vec4(4, 4, 4, 4);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_22_nomul_vert_src =
|
||||
|
@ -727,7 +727,7 @@ static const char const img_22_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -738,10 +738,10 @@ static const char const img_22_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(-sample.x, -sample.y);\n"
|
||||
" tex_s[1] = vec2( sample.x, -sample.y);\n"
|
||||
" tex_s[2] = vec2( sample.x, sample.y);\n"
|
||||
" tex_s[3] = vec2(-sample.x, sample.y);\n"
|
||||
" div_s = vec4(4, 4, 4, 4);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_img_22_vert_src =
|
||||
|
@ -1210,7 +1210,7 @@ static const char const tex_12_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -1221,8 +1221,8 @@ static const char const tex_12_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(0, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2(0, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(0, -sample.y);\n"
|
||||
" tex_s[1] = vec2(0, sample.y);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_12_vert_src =
|
||||
|
@ -1263,7 +1263,7 @@ static const char const tex_12_nomul_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[2];\n"
|
||||
|
@ -1272,8 +1272,8 @@ static const char const tex_12_nomul_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(0, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2(0, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(0, -sample.y);\n"
|
||||
" tex_s[1] = vec2(0, sample.y);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_12_nomul_vert_src =
|
||||
|
@ -1316,7 +1316,7 @@ static const char const tex_21_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -1327,8 +1327,8 @@ static const char const tex_21_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, 0);\n"
|
||||
" tex_s[0] = vec2(-sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( sample.x, 0);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_21_vert_src =
|
||||
|
@ -1369,7 +1369,7 @@ static const char const tex_21_nomul_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[2];\n"
|
||||
|
@ -1378,8 +1378,8 @@ static const char const tex_21_nomul_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, 0);\n"
|
||||
" tex_s[0] = vec2(-sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( sample.x, 0);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_21_nomul_vert_src =
|
||||
|
@ -1424,7 +1424,7 @@ static const char const tex_22_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -1435,10 +1435,10 @@ static const char const tex_22_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(-sample.x, -sample.y);\n"
|
||||
" tex_s[1] = vec2( sample.x, -sample.y);\n"
|
||||
" tex_s[2] = vec2( sample.x, sample.y);\n"
|
||||
" tex_s[3] = vec2(-sample.x, sample.y);\n"
|
||||
" div_s = vec4(4, 4, 4, 4);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_22_vert_src =
|
||||
|
@ -1481,7 +1481,7 @@ static const char const tex_22_nomul_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[4];\n"
|
||||
|
@ -1490,10 +1490,10 @@ static const char const tex_22_nomul_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(-sample.x, -sample.y);\n"
|
||||
" tex_s[1] = vec2( sample.x, -sample.y);\n"
|
||||
" tex_s[2] = vec2( sample.x, sample.y);\n"
|
||||
" tex_s[3] = vec2(-sample.x, sample.y);\n"
|
||||
" div_s = vec4(4, 4, 4, 4);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_22_nomul_vert_src =
|
||||
|
@ -1671,7 +1671,7 @@ static const char const tex_22_afill_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -1682,10 +1682,10 @@ static const char const tex_22_afill_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(-sample.x, -sample.y);\n"
|
||||
" tex_s[1] = vec2( sample.x, -sample.y);\n"
|
||||
" tex_s[2] = vec2( sample.x, sample.y);\n"
|
||||
" tex_s[3] = vec2(-sample.x, sample.y);\n"
|
||||
" div_s = vec4(4, 4, 4, 4);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_22_afill_vert_src =
|
||||
|
@ -1729,7 +1729,7 @@ static const char const tex_21_afill_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -1740,8 +1740,8 @@ static const char const tex_21_afill_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, 0);\n"
|
||||
" tex_s[0] = vec2(-sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( sample.x, 0);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_21_afill_vert_src =
|
||||
|
@ -1785,7 +1785,7 @@ static const char const tex_12_afill_vert_glsl[] =
|
|||
"attribute vec4 vertex;\n"
|
||||
"attribute vec4 color;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec4 col;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
|
@ -1796,8 +1796,8 @@ static const char const tex_12_afill_vert_glsl[] =
|
|||
" gl_Position = mvp * vertex;\n"
|
||||
" col = color;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(0, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2(0, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(0, -sample.y);\n"
|
||||
" tex_s[1] = vec2(0, sample.y);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_12_afill_vert_src =
|
||||
|
@ -1841,7 +1841,7 @@ static const char const tex_22_nomul_afill_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[4];\n"
|
||||
|
@ -1850,10 +1850,10 @@ static const char const tex_22_nomul_afill_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
|
||||
" tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(-sample.x, -sample.y);\n"
|
||||
" tex_s[1] = vec2( sample.x, -sample.y);\n"
|
||||
" tex_s[2] = vec2( sample.x, sample.y);\n"
|
||||
" tex_s[3] = vec2(-sample.x, sample.y);\n"
|
||||
" div_s = vec4(4, 4, 4, 4);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_22_nomul_afill_vert_src =
|
||||
|
@ -1895,7 +1895,7 @@ static const char const tex_21_nomul_afill_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[2];\n"
|
||||
|
@ -1904,8 +1904,8 @@ static const char const tex_21_nomul_afill_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(-tex_sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( tex_sample.x, 0);\n"
|
||||
" tex_s[0] = vec2(-sample.x, 0);\n"
|
||||
" tex_s[1] = vec2( sample.x, 0);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_21_nomul_afill_vert_src =
|
||||
|
@ -1947,7 +1947,7 @@ static const char const tex_12_nomul_afill_vert_glsl[] =
|
|||
"#endif\n"
|
||||
"attribute vec4 vertex;\n"
|
||||
"attribute vec2 tex_coord;\n"
|
||||
"attribute vec2 tex_sample;\n"
|
||||
"uniform vec2 sample;\n"
|
||||
"uniform mat4 mvp;\n"
|
||||
"varying vec2 tex_c;\n"
|
||||
"varying vec2 tex_s[2];\n"
|
||||
|
@ -1956,8 +1956,8 @@ static const char const tex_12_nomul_afill_vert_glsl[] =
|
|||
"{\n"
|
||||
" gl_Position = mvp * vertex;\n"
|
||||
" tex_c = tex_coord;\n"
|
||||
" tex_s[0] = vec2(0, -tex_sample.y);\n"
|
||||
" tex_s[1] = vec2(0, tex_sample.y);\n"
|
||||
" tex_s[0] = vec2(0, -sample.y);\n"
|
||||
" tex_s[1] = vec2(0, sample.y);\n"
|
||||
" div_s = vec4(2, 2, 2, 2);\n"
|
||||
"}\n";
|
||||
Evas_GL_Program_Source shader_tex_12_nomul_afill_vert_src =
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[2];
|
||||
|
@ -12,7 +12,7 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(0, -tex_sample.y);
|
||||
tex_s[1] = vec2(0, tex_sample.y);
|
||||
tex_s[0] = vec2(0, -sample.y);
|
||||
tex_s[1] = vec2(0, sample.y);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,7 +15,7 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(0, -tex_sample.y);
|
||||
tex_s[1] = vec2(0, tex_sample.y);
|
||||
tex_s[0] = vec2(0, -sample.y);
|
||||
tex_s[1] = vec2(0, sample.y);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[2];
|
||||
|
@ -12,7 +12,7 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(0, -tex_sample.y);
|
||||
tex_s[1] = vec2(0, tex_sample.y);
|
||||
tex_s[0] = vec2(0, -sample.y);
|
||||
tex_s[1] = vec2(0, sample.y);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,7 +15,7 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(0, -tex_sample.y);
|
||||
tex_s[1] = vec2(0, tex_sample.y);
|
||||
tex_s[0] = vec2(0, -sample.y);
|
||||
tex_s[1] = vec2(0, sample.y);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[2];
|
||||
|
@ -12,7 +12,7 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, 0);
|
||||
tex_s[1] = vec2( tex_sample.x, 0);
|
||||
tex_s[0] = vec2(-sample.x, 0);
|
||||
tex_s[1] = vec2( sample.x, 0);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,7 +15,7 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, 0);
|
||||
tex_s[1] = vec2( tex_sample.x, 0);
|
||||
tex_s[0] = vec2(-sample.x, 0);
|
||||
tex_s[1] = vec2( sample.x, 0);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[2];
|
||||
|
@ -12,7 +12,7 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, 0);
|
||||
tex_s[1] = vec2( tex_sample.x, 0);
|
||||
tex_s[0] = vec2(-sample.x, 0);
|
||||
tex_s[1] = vec2( sample.x, 0);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,7 +15,7 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, 0);
|
||||
tex_s[1] = vec2( tex_sample.x, 0);
|
||||
tex_s[0] = vec2(-sample.x, 0);
|
||||
tex_s[1] = vec2( sample.x, 0);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[4];
|
||||
|
@ -12,9 +12,9 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
|
||||
tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
|
||||
tex_s[2] = vec2( tex_sample.x, tex_sample.y);
|
||||
tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
|
||||
tex_s[0] = vec2(-sample.x, -sample.y);
|
||||
tex_s[1] = vec2( sample.x, -sample.y);
|
||||
tex_s[2] = vec2( sample.x, sample.y);
|
||||
tex_s[3] = vec2(-sample.x, sample.y);
|
||||
div_s = vec4(4, 4, 4, 4);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,9 +15,9 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
|
||||
tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
|
||||
tex_s[2] = vec2( tex_sample.x, tex_sample.y);
|
||||
tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
|
||||
tex_s[0] = vec2(-sample.x, -sample.y);
|
||||
tex_s[1] = vec2( sample.x, -sample.y);
|
||||
tex_s[2] = vec2( sample.x, sample.y);
|
||||
tex_s[3] = vec2(-sample.x, sample.y);
|
||||
div_s = vec4(4, 4, 4, 4);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[4];
|
||||
|
@ -12,9 +12,9 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
|
||||
tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
|
||||
tex_s[2] = vec2( tex_sample.x, tex_sample.y);
|
||||
tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
|
||||
tex_s[0] = vec2(-sample.x, -sample.y);
|
||||
tex_s[1] = vec2( sample.x, -sample.y);
|
||||
tex_s[2] = vec2( sample.x, sample.y);
|
||||
tex_s[3] = vec2(-sample.x, sample.y);
|
||||
div_s = vec4(4, 4, 4, 4);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,9 +15,9 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
|
||||
tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
|
||||
tex_s[2] = vec2( tex_sample.x, tex_sample.y);
|
||||
tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
|
||||
tex_s[0] = vec2(-sample.x, -sample.y);
|
||||
tex_s[1] = vec2( sample.x, -sample.y);
|
||||
tex_s[2] = vec2( sample.x, sample.y);
|
||||
tex_s[3] = vec2(-sample.x, sample.y);
|
||||
div_s = vec4(4, 4, 4, 4);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,7 +15,7 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(0, -tex_sample.y);
|
||||
tex_s[1] = vec2(0, tex_sample.y);
|
||||
tex_s[0] = vec2(0, -sample.y);
|
||||
tex_s[1] = vec2(0, sample.y);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[2];
|
||||
|
@ -12,7 +12,7 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(0, -tex_sample.y);
|
||||
tex_s[1] = vec2(0, tex_sample.y);
|
||||
tex_s[0] = vec2(0, -sample.y);
|
||||
tex_s[1] = vec2(0, sample.y);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[2];
|
||||
|
@ -12,7 +12,7 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(0, -tex_sample.y);
|
||||
tex_s[1] = vec2(0, tex_sample.y);
|
||||
tex_s[0] = vec2(0, -sample.y);
|
||||
tex_s[1] = vec2(0, sample.y);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,7 +15,7 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(0, -tex_sample.y);
|
||||
tex_s[1] = vec2(0, tex_sample.y);
|
||||
tex_s[0] = vec2(0, -sample.y);
|
||||
tex_s[1] = vec2(0, sample.y);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,7 +15,7 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, 0);
|
||||
tex_s[1] = vec2( tex_sample.x, 0);
|
||||
tex_s[0] = vec2(-sample.x, 0);
|
||||
tex_s[1] = vec2( sample.x, 0);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[2];
|
||||
|
@ -12,7 +12,7 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, 0);
|
||||
tex_s[1] = vec2( tex_sample.x, 0);
|
||||
tex_s[0] = vec2(-sample.x, 0);
|
||||
tex_s[1] = vec2( sample.x, 0);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[2];
|
||||
|
@ -12,7 +12,7 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, 0);
|
||||
tex_s[1] = vec2( tex_sample.x, 0);
|
||||
tex_s[0] = vec2(-sample.x, 0);
|
||||
tex_s[1] = vec2( sample.x, 0);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,7 +15,7 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, 0);
|
||||
tex_s[1] = vec2( tex_sample.x, 0);
|
||||
tex_s[0] = vec2(-sample.x, 0);
|
||||
tex_s[1] = vec2( sample.x, 0);
|
||||
div_s = vec4(2, 2, 2, 2);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,9 +15,9 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
|
||||
tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
|
||||
tex_s[2] = vec2( tex_sample.x, tex_sample.y);
|
||||
tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
|
||||
tex_s[0] = vec2(-sample.x, -sample.y);
|
||||
tex_s[1] = vec2( sample.x, -sample.y);
|
||||
tex_s[2] = vec2( sample.x, sample.y);
|
||||
tex_s[3] = vec2(-sample.x, sample.y);
|
||||
div_s = vec4(4, 4, 4, 4);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[4];
|
||||
|
@ -12,9 +12,9 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
|
||||
tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
|
||||
tex_s[2] = vec2( tex_sample.x, tex_sample.y);
|
||||
tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
|
||||
tex_s[0] = vec2(-sample.x, -sample.y);
|
||||
tex_s[1] = vec2( sample.x, -sample.y);
|
||||
tex_s[2] = vec2( sample.x, sample.y);
|
||||
tex_s[3] = vec2(-sample.x, sample.y);
|
||||
div_s = vec4(4, 4, 4, 4);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,7 @@ precision highp float;
|
|||
#endif
|
||||
attribute vec4 vertex;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec2 tex_c;
|
||||
varying vec2 tex_s[4];
|
||||
|
@ -12,9 +12,9 @@ void main()
|
|||
{
|
||||
gl_Position = mvp * vertex;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
|
||||
tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
|
||||
tex_s[2] = vec2( tex_sample.x, tex_sample.y);
|
||||
tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
|
||||
tex_s[0] = vec2(-sample.x, -sample.y);
|
||||
tex_s[1] = vec2( sample.x, -sample.y);
|
||||
tex_s[2] = vec2( sample.x, sample.y);
|
||||
tex_s[3] = vec2(-sample.x, sample.y);
|
||||
div_s = vec4(4, 4, 4, 4);
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ precision highp float;
|
|||
attribute vec4 vertex;
|
||||
attribute vec4 color;
|
||||
attribute vec2 tex_coord;
|
||||
attribute vec2 tex_sample;
|
||||
uniform vec2 sample;
|
||||
uniform mat4 mvp;
|
||||
varying vec4 col;
|
||||
varying vec2 tex_c;
|
||||
|
@ -15,9 +15,9 @@ void main()
|
|||
gl_Position = mvp * vertex;
|
||||
col = color;
|
||||
tex_c = tex_coord;
|
||||
tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
|
||||
tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
|
||||
tex_s[2] = vec2( tex_sample.x, tex_sample.y);
|
||||
tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
|
||||
tex_s[0] = vec2(-sample.x, -sample.y);
|
||||
tex_s[1] = vec2( sample.x, -sample.y);
|
||||
tex_s[2] = vec2( sample.x, sample.y);
|
||||
tex_s[3] = vec2(-sample.x, sample.y);
|
||||
div_s = vec4(4, 4, 4, 4);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue