From cfd337a758ab379ebb6b89c6d8d8f8f8c8786c87 Mon Sep 17 00:00:00 2001 From: Jean-Philippe Andre Date: Thu, 12 Feb 2015 14:56:03 +0900 Subject: [PATCH] Revert "Evas GL common: Use uniform instead of attribute for sample" This reverts commit 986b60eaf0175b3592883c85cfb6f5f5a280f31d. Added PUSH_SAMPLE for simplicity. It was dumb of me to use uniforms, so I added a comment to prevent other dumb people from making the same mistake later. --- .../evas/engines/gl_common/evas_gl_common.h | 5 +- .../evas/engines/gl_common/evas_gl_context.c | 56 +++++- .../evas/engines/gl_common/evas_gl_shader.c | 2 + .../gl_common/shader/evas_gl_shaders.x | 176 +++++++++--------- .../shader/img_12_bgra_nomul_vert.shd | 6 +- .../gl_common/shader/img_12_bgra_vert.shd | 6 +- .../gl_common/shader/img_12_nomul_vert.shd | 6 +- .../engines/gl_common/shader/img_12_vert.shd | 6 +- .../shader/img_21_bgra_nomul_vert.shd | 6 +- .../gl_common/shader/img_21_bgra_vert.shd | 6 +- .../gl_common/shader/img_21_nomul_vert.shd | 6 +- .../engines/gl_common/shader/img_21_vert.shd | 6 +- .../shader/img_22_bgra_nomul_vert.shd | 10 +- .../gl_common/shader/img_22_bgra_vert.shd | 10 +- .../gl_common/shader/img_22_nomul_vert.shd | 10 +- .../engines/gl_common/shader/img_22_vert.shd | 10 +- .../gl_common/shader/tex_12_afill_vert.shd | 6 +- .../shader/tex_12_nomul_afill_vert.shd | 6 +- .../gl_common/shader/tex_12_nomul_vert.shd | 6 +- .../engines/gl_common/shader/tex_12_vert.shd | 6 +- .../gl_common/shader/tex_21_afill_vert.shd | 6 +- .../shader/tex_21_nomul_afill_vert.shd | 6 +- .../gl_common/shader/tex_21_nomul_vert.shd | 6 +- .../engines/gl_common/shader/tex_21_vert.shd | 6 +- .../gl_common/shader/tex_22_afill_vert.shd | 10 +- .../shader/tex_22_nomul_afill_vert.shd | 10 +- .../gl_common/shader/tex_22_nomul_vert.shd | 10 +- .../engines/gl_common/shader/tex_22_vert.shd | 10 +- 28 files changed, 235 insertions(+), 180 deletions(-) diff --git a/src/modules/evas/engines/gl_common/evas_gl_common.h b/src/modules/evas/engines/gl_common/evas_gl_common.h index c8c21973bf..8bb414bca4 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_common.h +++ b/src/modules/evas/engines/gl_common/evas_gl_common.h @@ -276,7 +276,8 @@ #define SHAD_TEXUV2 3 #define SHAD_TEXUV3 4 #define SHAD_TEXA 5 -#define SHAD_TEXM 6 +#define SHAD_TEXSAM 6 +#define SHAD_TEXM 7 typedef struct _Evas_GL_Program Evas_GL_Program; typedef struct _Evas_GL_Program_Source Evas_GL_Program_Source; @@ -478,6 +479,7 @@ struct _Evas_Engine_GL_Context GLfloat *texuv2; GLfloat *texuv3; GLfloat *texa; + GLfloat *texsam; GLfloat *texm; Eina_List *uniforms; /* Evas_GL_Uniform */ Eina_Bool line: 1; @@ -487,6 +489,7 @@ struct _Evas_Engine_GL_Context Eina_Bool use_texuv2 : 1; Eina_Bool use_texuv3 : 1; Eina_Bool use_texa : 1; + Eina_Bool use_texsam : 1; Eina_Bool use_texm : 1; Eina_Bool anti_alias : 1; Evas_GL_Image *im; diff --git a/src/modules/evas/engines/gl_common/evas_gl_context.c b/src/modules/evas/engines/gl_common/evas_gl_context.c index c7b0bcda58..2b4e267515 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_context.c +++ b/src/modules/evas/engines/gl_common/evas_gl_context.c @@ -928,6 +928,7 @@ evas_gl_common_context_free(Evas_Engine_GL_Context *gc) if (gc->pipe[i].array.texa) free(gc->pipe[i].array.texa); 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); } } @@ -1216,6 +1217,9 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc, #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_TEXSAM(n, x, y) do { \ + gc->pipe[n].array.texsam[ns++] = x; \ + gc->pipe[n].array.texsam[ns++] = y; } while(0) #define PUSH_6_VERTICES(pn, x, y, w, h) do { \ PUSH_VERTEX(pn, x , y , 0); PUSH_VERTEX(pn, x + w, y , 0); \ @@ -1238,6 +1242,10 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc, PUSH_TEXA(pn, x1, y1); PUSH_TEXA(pn, x2, y1); PUSH_TEXA(pn, x1, y2); \ PUSH_TEXA(pn, x2, y1); PUSH_TEXA(pn, x2, y2); PUSH_TEXA(pn, x1, y2); \ } while (0) +#define PUSH_SAMPLES(pn, dx, dy) do { \ + PUSH_TEXSAM(pn, dx, dy); PUSH_TEXSAM(pn, dx, dy); PUSH_TEXSAM(pn, dx, dy); \ + PUSH_TEXSAM(pn, dx, dy); PUSH_TEXSAM(pn, dx, dy); PUSH_TEXSAM(pn, dx, dy); \ + } while (0) #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) @@ -1283,6 +1291,7 @@ array_alloc(Evas_Engine_GL_Context *gc, int n) ALOC(texa, GLfloat, 2); ALOC(texuv2, GLfloat, 2); ALOC(texuv3, GLfloat, 2); + ALOC(texsam, GLfloat, 2); ALOC(texm, GLfloat, 2); return; } @@ -1298,6 +1307,7 @@ array_alloc(Evas_Engine_GL_Context *gc, int n) RALOC(texa, GLfloat, 2); RALOC(texuv2, GLfloat, 2); RALOC(texuv3, GLfloat, 2); + RALOC(texsam, GLfloat, 2); RALOC(texm, GLfloat, 2); } @@ -1641,6 +1651,7 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc, gc->pipe[pn].array.use_texuv2 = 0; 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; PIPE_GROW(gc, pn, 2); @@ -1661,6 +1672,7 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc, gc->pipe[pn].array.use_texuv2 = 0; 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; } @@ -1713,6 +1725,7 @@ again: gc->pipe[pn].array.use_texuv2 = 0; 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; } else @@ -1764,6 +1777,7 @@ again: gc->pipe[pn].array.use_texuv2 = 0; 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; } } @@ -1799,6 +1813,7 @@ again: gc->pipe[pn].array.use_texuv2 = 0; 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; #endif @@ -2044,6 +2059,7 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc, 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_texsam = sam; pipe_region_expand(gc, pn, x, y, w, h); PIPE_GROW(gc, pn, 6); @@ -2068,9 +2084,17 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc, if (sam) { + /* Note: Although these values look like constants (did anyone say + * uniforms?), they are passed to the GLSL program as attributes so + * that we can nicely pipe multiple glDrawArrays together by pushing + * more vertices. Setting uniforms would break the whole concept of + * piping commands into a single call to glDrawArrays. + * Don't be as dumb as me and keep these vertices as is. + * -- jpeg + */ double samx = (double)(sw) / (double)(tex->pt->w * w * 4); double samy = (double)(sh) / (double)(tex->pt->h * h * 4); - PUSH_UNIFORM(pn, shader, EVAS_GL_UNIFORM_VEC2, sample, samx, samy); + PUSH_SAMPLES(pn, samx, samy); } PUSH_MASK(pn, mtex, mx, my, mw, mh); @@ -2123,6 +2147,7 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc, 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_texsam = 0; pipe_region_expand(gc, pn, x, y, w, h); PIPE_GROW(gc, pn, 6); @@ -2201,6 +2226,7 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc, 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_texsam = 0; pipe_region_expand(gc, pn, x, y, w, h); PIPE_GROW(gc, pn, 6); @@ -2275,6 +2301,7 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc, 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_texsam = 0; pipe_region_expand(gc, pn, x, y, w, h); PIPE_GROW(gc, pn, 6); @@ -2350,6 +2377,7 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc, 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_texsam = 0; pipe_region_expand(gc, pn, x, y, w, h); PIPE_GROW(gc, pn, 6); @@ -2430,6 +2458,7 @@ evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc, gc->pipe[pn].array.use_texuv2 = 0; 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; pipe_region_expand(gc, pn, x, y, w, h); @@ -2660,6 +2689,7 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc, gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0; gc->pipe[pn].array.use_texm = !!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); @@ -3078,6 +3108,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc) unsigned char *texuv2_ptr = NULL; unsigned char *texuv3_ptr = NULL; unsigned char *texa_ptr = NULL; + unsigned char *texsam_ptr = NULL; unsigned char *texm_ptr = NULL; if (glsym_glMapBuffer && glsym_glUnmapBuffer) @@ -3093,7 +3124,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc) texuv2_ptr = texuv_ptr + TEX_SIZE; texuv3_ptr = texuv2_ptr + TEX_SIZE; texa_ptr = texuv3_ptr + TEX_SIZE; - texm_ptr = texa_ptr + TEX_SIZE; + texsam_ptr = texa_ptr + TEX_SIZE; + texm_ptr = texsam_ptr + TEX_SIZE; # define END_POINTER (texm_ptr + TEX_SIZE) glBindBuffer(GL_ARRAY_BUFFER, gc->pipe[i].array.buffer); @@ -3122,10 +3154,12 @@ shader_array_flush(Evas_Engine_GL_Context *gc) memcpy(x + (unsigned long)texuv3_ptr, gc->pipe[i].array.texuv3, TEX_SIZE); if (gc->pipe[i].array.use_texa) 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); /* - fprintf(stderr, "copy %i bytes [%i/%i slots] [%i + %i + %i + %i + %i + %i + %i] <%i %i %i %i %i %i>\n", + 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), gc->pipe[i].array.num, gc->pipe[i].array.alloc, @@ -3136,6 +3170,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc) gc->pipe[i].array.use_texuv2, gc->pipe[i].array.use_texuv3, gc->pipe[i].array.use_texa, + gc->pipe[i].array.use_texsam, gc->pipe[i].array.use_texm); */ glsym_glUnmapBuffer(GL_ARRAY_BUFFER); @@ -3150,6 +3185,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc) texuv2_ptr = (unsigned char *)gc->pipe[i].array.texuv2; 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; } glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, (void *)vertex_ptr); @@ -3173,6 +3209,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc) glDisableVertexAttribArray(SHAD_TEXUV2); glDisableVertexAttribArray(SHAD_TEXUV3); glDisableVertexAttribArray(SHAD_TEXA); + glDisableVertexAttribArray(SHAD_TEXSAM); glDisableVertexAttribArray(SHAD_TEXM); glDrawArrays(GL_LINES, 0, gc->pipe[i].array.num); } @@ -3225,6 +3262,16 @@ shader_array_flush(Evas_Engine_GL_Context *gc) glDisableVertexAttribArray(SHAD_TEXA); } + if (gc->pipe[i].array.use_texsam) + { + glEnableVertexAttribArray(SHAD_TEXSAM); + glVertexAttribPointer(SHAD_TEXSAM, 2, GL_FLOAT, GL_FALSE, 0, (void *)texsam_ptr); + } + else + { + glDisableVertexAttribArray(SHAD_TEXSAM); + } + if ((gc->pipe[i].array.use_texuv2) && (gc->pipe[i].array.use_texuv3)) { glEnableVertexAttribArray(SHAD_TEXUV2); @@ -3374,6 +3421,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc) if (gc->pipe[i].array.texa) free(gc->pipe[i].array.texa); 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); gc->pipe[i].array.line = 0; @@ -3383,6 +3431,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc) gc->pipe[i].array.use_texuv2 = 0; 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.vertex = NULL; @@ -3391,6 +3440,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc) gc->pipe[i].array.texa = NULL; 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.num = 0; diff --git a/src/modules/evas/engines/gl_common/evas_gl_shader.c b/src/modules/evas/engines/gl_common/evas_gl_shader.c index b181344ace..212dc858c5 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_shader.c +++ b/src/modules/evas/engines/gl_common/evas_gl_shader.c @@ -82,6 +82,7 @@ _evas_gl_common_shader_program_binary_init(Evas_GL_Program *p, 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_TEXSAM, "tex_sample"); glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm"); glGetProgramiv(p->prog, GL_LINK_STATUS, &ok); @@ -197,6 +198,7 @@ _evas_gl_common_shader_program_source_init(Evas_GL_Program *p, 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_TEXSAM, "tex_sample"); glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm"); glLinkProgram(p->prog); diff --git a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x index 50ed71249f..712a84924e 100644 --- a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x +++ b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x @@ -156,7 +156,7 @@ static const char const img_12_bgra_nomul_vert_glsl[] = "#endif\n" "attribute vec4 vertex;\n" "attribute vec2 tex_coord;\n" - "uniform vec2 sample;\n" + "attribute vec2 tex_sample;\n" "uniform mat4 mvp;\n" "varying vec2 tex_c;\n" "varying vec2 tex_s[2];\n" @@ -165,8 +165,8 @@ static const char const img_12_bgra_nomul_vert_glsl[] = "{\n" " gl_Position = mvp * vertex;\n" " tex_c = tex_coord;\n" - " tex_s[0] = vec2(0, -sample.y);\n" - " tex_s[1] = vec2(0, sample.y);\n" + " tex_s[0] = vec2(0, -tex_sample.y);\n" + " tex_s[1] = vec2(0, tex_sample.y);\n" " div_s = vec4(2, 2, 2, 2);\n" "}\n"; Evas_GL_Program_Source shader_img_12_bgra_nomul_vert_src = @@ -183,7 +183,7 @@ static const char const img_12_bgra_vert_glsl[] = "attribute vec4 vertex;\n" "attribute vec4 color;\n" "attribute vec2 tex_coord;\n" - "uniform vec2 sample;\n" + "attribute vec2 tex_sample;\n" "uniform mat4 mvp;\n" "varying vec4 col;\n" "varying vec2 tex_c;\n" @@ -194,8 +194,8 @@ static const char const img_12_bgra_vert_glsl[] = " gl_Position = mvp * vertex;\n" " col = color;\n" " tex_c = tex_coord;\n" - " tex_s[0] = vec2(0, -sample.y);\n" - " tex_s[1] = vec2(0, sample.y);\n" + " tex_s[0] = vec2(0, -tex_sample.y);\n" + " tex_s[1] = vec2(0, tex_sample.y);\n" " div_s = vec4(2, 2, 2, 2);\n" "}\n"; Evas_GL_Program_Source shader_img_12_bgra_vert_src = @@ -262,7 +262,7 @@ static const char const img_12_nomul_vert_glsl[] = "#endif\n" "attribute vec4 vertex;\n" "attribute vec2 tex_coord;\n" - "uniform vec2 sample;\n" + "attribute vec2 tex_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, -sample.y);\n" - " tex_s[1] = vec2(0, sample.y);\n" + " tex_s[0] = vec2(0, -tex_sample.y);\n" + " tex_s[1] = vec2(0, tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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, -sample.y);\n" - " tex_s[1] = vec2(0, sample.y);\n" + " tex_s[0] = vec2(0, -tex_sample.y);\n" + " tex_s[1] = vec2(0, tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-sample.x, 0);\n" - " tex_s[1] = vec2( sample.x, 0);\n" + " tex_s[0] = vec2(-tex_sample.x, 0);\n" + " tex_s[1] = vec2( tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-sample.x, 0);\n" - " tex_s[1] = vec2( sample.x, 0);\n" + " tex_s[0] = vec2(-tex_sample.x, 0);\n" + " tex_s[1] = vec2( tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-sample.x, 0);\n" - " tex_s[1] = vec2( sample.x, 0);\n" + " tex_s[0] = vec2(-tex_sample.x, 0);\n" + " tex_s[1] = vec2( tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-sample.x, 0);\n" - " tex_s[1] = vec2( sample.x, 0);\n" + " tex_s[0] = vec2(-tex_sample.x, 0);\n" + " tex_s[1] = vec2( tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-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" + " 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" " 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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-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" + " 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" " 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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-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" + " 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" " 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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-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" + " 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" " 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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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, -sample.y);\n" - " tex_s[1] = vec2(0, sample.y);\n" + " tex_s[0] = vec2(0, -tex_sample.y);\n" + " tex_s[1] = vec2(0, tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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, -sample.y);\n" - " tex_s[1] = vec2(0, sample.y);\n" + " tex_s[0] = vec2(0, -tex_sample.y);\n" + " tex_s[1] = vec2(0, tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-sample.x, 0);\n" - " tex_s[1] = vec2( sample.x, 0);\n" + " tex_s[0] = vec2(-tex_sample.x, 0);\n" + " tex_s[1] = vec2( tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-sample.x, 0);\n" - " tex_s[1] = vec2( sample.x, 0);\n" + " tex_s[0] = vec2(-tex_sample.x, 0);\n" + " tex_s[1] = vec2( tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-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" + " 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" " 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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-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" + " 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" " 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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-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" + " 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" " 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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-sample.x, 0);\n" - " tex_s[1] = vec2( sample.x, 0);\n" + " tex_s[0] = vec2(-tex_sample.x, 0);\n" + " tex_s[1] = vec2( tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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, -sample.y);\n" - " tex_s[1] = vec2(0, sample.y);\n" + " tex_s[0] = vec2(0, -tex_sample.y);\n" + " tex_s[1] = vec2(0, tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-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" + " 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" " 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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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(-sample.x, 0);\n" - " tex_s[1] = vec2( sample.x, 0);\n" + " tex_s[0] = vec2(-tex_sample.x, 0);\n" + " tex_s[1] = vec2( tex_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" - "uniform vec2 sample;\n" + "attribute vec2 tex_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, -sample.y);\n" - " tex_s[1] = vec2(0, sample.y);\n" + " tex_s[0] = vec2(0, -tex_sample.y);\n" + " tex_s[1] = vec2(0, tex_sample.y);\n" " div_s = vec4(2, 2, 2, 2);\n" "}\n"; Evas_GL_Program_Source shader_tex_12_nomul_afill_vert_src = diff --git a/src/modules/evas/engines/gl_common/shader/img_12_bgra_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_12_bgra_nomul_vert.shd index 0d45f9890b..40144aae07 100644 --- a/src/modules/evas/engines/gl_common/shader/img_12_bgra_nomul_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_12_bgra_nomul_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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, -sample.y); - tex_s[1] = vec2(0, sample.y); + tex_s[0] = vec2(0, -tex_sample.y); + tex_s[1] = vec2(0, tex_sample.y); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/img_12_bgra_vert.shd b/src/modules/evas/engines/gl_common/shader/img_12_bgra_vert.shd index df2b9f091f..810d73aaaa 100644 --- a/src/modules/evas/engines/gl_common/shader/img_12_bgra_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_12_bgra_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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, -sample.y); - tex_s[1] = vec2(0, sample.y); + tex_s[0] = vec2(0, -tex_sample.y); + tex_s[1] = vec2(0, tex_sample.y); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/img_12_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_12_nomul_vert.shd index 0d45f9890b..40144aae07 100644 --- a/src/modules/evas/engines/gl_common/shader/img_12_nomul_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_12_nomul_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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, -sample.y); - tex_s[1] = vec2(0, sample.y); + tex_s[0] = vec2(0, -tex_sample.y); + tex_s[1] = vec2(0, tex_sample.y); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/img_12_vert.shd b/src/modules/evas/engines/gl_common/shader/img_12_vert.shd index df2b9f091f..810d73aaaa 100644 --- a/src/modules/evas/engines/gl_common/shader/img_12_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_12_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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, -sample.y); - tex_s[1] = vec2(0, sample.y); + tex_s[0] = vec2(0, -tex_sample.y); + tex_s[1] = vec2(0, tex_sample.y); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/img_21_bgra_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_21_bgra_nomul_vert.shd index ea6d9e07eb..a6b149f5c5 100644 --- a/src/modules/evas/engines/gl_common/shader/img_21_bgra_nomul_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_21_bgra_nomul_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-sample.x, 0); - tex_s[1] = vec2( sample.x, 0); + tex_s[0] = vec2(-tex_sample.x, 0); + tex_s[1] = vec2( tex_sample.x, 0); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/img_21_bgra_vert.shd b/src/modules/evas/engines/gl_common/shader/img_21_bgra_vert.shd index 915eb36629..98d9154a73 100644 --- a/src/modules/evas/engines/gl_common/shader/img_21_bgra_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_21_bgra_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-sample.x, 0); - tex_s[1] = vec2( sample.x, 0); + tex_s[0] = vec2(-tex_sample.x, 0); + tex_s[1] = vec2( tex_sample.x, 0); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/img_21_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_21_nomul_vert.shd index ea6d9e07eb..a6b149f5c5 100644 --- a/src/modules/evas/engines/gl_common/shader/img_21_nomul_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_21_nomul_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-sample.x, 0); - tex_s[1] = vec2( sample.x, 0); + tex_s[0] = vec2(-tex_sample.x, 0); + tex_s[1] = vec2( tex_sample.x, 0); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/img_21_vert.shd b/src/modules/evas/engines/gl_common/shader/img_21_vert.shd index 915eb36629..98d9154a73 100644 --- a/src/modules/evas/engines/gl_common/shader/img_21_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_21_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-sample.x, 0); - tex_s[1] = vec2( sample.x, 0); + tex_s[0] = vec2(-tex_sample.x, 0); + tex_s[1] = vec2( tex_sample.x, 0); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/img_22_bgra_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_22_bgra_nomul_vert.shd index b8c6dbfd83..e6303d782d 100644 --- a/src/modules/evas/engines/gl_common/shader/img_22_bgra_nomul_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_22_bgra_nomul_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-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); + 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); div_s = vec4(4, 4, 4, 4); } diff --git a/src/modules/evas/engines/gl_common/shader/img_22_bgra_vert.shd b/src/modules/evas/engines/gl_common/shader/img_22_bgra_vert.shd index 5816b96bb5..e964ea1e81 100644 --- a/src/modules/evas/engines/gl_common/shader/img_22_bgra_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_22_bgra_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-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); + 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); div_s = vec4(4, 4, 4, 4); } diff --git a/src/modules/evas/engines/gl_common/shader/img_22_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_22_nomul_vert.shd index b8c6dbfd83..e6303d782d 100644 --- a/src/modules/evas/engines/gl_common/shader/img_22_nomul_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_22_nomul_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-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); + 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); div_s = vec4(4, 4, 4, 4); } diff --git a/src/modules/evas/engines/gl_common/shader/img_22_vert.shd b/src/modules/evas/engines/gl_common/shader/img_22_vert.shd index 5816b96bb5..e964ea1e81 100644 --- a/src/modules/evas/engines/gl_common/shader/img_22_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/img_22_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-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); + 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); div_s = vec4(4, 4, 4, 4); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_12_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_12_afill_vert.shd index df2b9f091f..810d73aaaa 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_12_afill_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_12_afill_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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, -sample.y); - tex_s[1] = vec2(0, sample.y); + tex_s[0] = vec2(0, -tex_sample.y); + tex_s[1] = vec2(0, tex_sample.y); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_12_nomul_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_12_nomul_afill_vert.shd index 0d45f9890b..40144aae07 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_12_nomul_afill_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_12_nomul_afill_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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, -sample.y); - tex_s[1] = vec2(0, sample.y); + tex_s[0] = vec2(0, -tex_sample.y); + tex_s[1] = vec2(0, tex_sample.y); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_12_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_12_nomul_vert.shd index 0d45f9890b..40144aae07 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_12_nomul_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_12_nomul_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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, -sample.y); - tex_s[1] = vec2(0, sample.y); + tex_s[0] = vec2(0, -tex_sample.y); + tex_s[1] = vec2(0, tex_sample.y); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_12_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_12_vert.shd index df2b9f091f..810d73aaaa 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_12_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_12_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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, -sample.y); - tex_s[1] = vec2(0, sample.y); + tex_s[0] = vec2(0, -tex_sample.y); + tex_s[1] = vec2(0, tex_sample.y); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_21_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_21_afill_vert.shd index 915eb36629..98d9154a73 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_21_afill_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_21_afill_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-sample.x, 0); - tex_s[1] = vec2( sample.x, 0); + tex_s[0] = vec2(-tex_sample.x, 0); + tex_s[1] = vec2( tex_sample.x, 0); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_21_nomul_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_21_nomul_afill_vert.shd index ea6d9e07eb..a6b149f5c5 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_21_nomul_afill_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_21_nomul_afill_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-sample.x, 0); - tex_s[1] = vec2( sample.x, 0); + tex_s[0] = vec2(-tex_sample.x, 0); + tex_s[1] = vec2( tex_sample.x, 0); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_21_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_21_nomul_vert.shd index ea6d9e07eb..a6b149f5c5 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_21_nomul_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_21_nomul_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-sample.x, 0); - tex_s[1] = vec2( sample.x, 0); + tex_s[0] = vec2(-tex_sample.x, 0); + tex_s[1] = vec2( tex_sample.x, 0); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_21_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_21_vert.shd index 915eb36629..98d9154a73 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_21_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_21_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-sample.x, 0); - tex_s[1] = vec2( sample.x, 0); + tex_s[0] = vec2(-tex_sample.x, 0); + tex_s[1] = vec2( tex_sample.x, 0); div_s = vec4(2, 2, 2, 2); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_22_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_22_afill_vert.shd index 5816b96bb5..e964ea1e81 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_22_afill_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_22_afill_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-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); + 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); div_s = vec4(4, 4, 4, 4); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_22_nomul_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_22_nomul_afill_vert.shd index b8c6dbfd83..e6303d782d 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_22_nomul_afill_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_22_nomul_afill_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-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); + 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); div_s = vec4(4, 4, 4, 4); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_22_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_22_nomul_vert.shd index b8c6dbfd83..e6303d782d 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_22_nomul_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_22_nomul_vert.shd @@ -3,7 +3,7 @@ precision highp float; #endif attribute vec4 vertex; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-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); + 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); div_s = vec4(4, 4, 4, 4); } diff --git a/src/modules/evas/engines/gl_common/shader/tex_22_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_22_vert.shd index 5816b96bb5..e964ea1e81 100644 --- a/src/modules/evas/engines/gl_common/shader/tex_22_vert.shd +++ b/src/modules/evas/engines/gl_common/shader/tex_22_vert.shd @@ -4,7 +4,7 @@ precision highp float; attribute vec4 vertex; attribute vec4 color; attribute vec2 tex_coord; -uniform vec2 sample; +attribute vec2 tex_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(-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); + 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); div_s = vec4(4, 4, 4, 4); }