Evas shaders: Write new shader generator script

All shaders will be in a single .x (C) file.
There shall be no more useless .h files.

This also removes the need for awk (replaced by sed and bash stuff)
This commit is contained in:
Jean-Philippe Andre 2014-11-12 14:41:23 +09:00
parent 4fb138a65f
commit 8e52ade2e2
89 changed files with 2300 additions and 2469 deletions

View File

@ -1,813 +1,4 @@
#include "evas_gl_private.h"
/////////////////////////////////////////////
const char rect_frag_glsl[] =
#include "shader/rect_frag.h"
;
Evas_GL_Program_Source shader_rect_frag_src =
{
rect_frag_glsl,
NULL, 0
};
const char rect_vert_glsl[] =
#include "shader/rect_vert.h"
;
Evas_GL_Program_Source shader_rect_vert_src =
{
rect_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char font_frag_glsl[] =
#include "shader/font_frag.h"
;
Evas_GL_Program_Source shader_font_frag_src =
{
font_frag_glsl,
NULL, 0
};
const char font_vert_glsl[] =
#include "shader/font_vert.h"
;
Evas_GL_Program_Source shader_font_vert_src =
{
font_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_frag_glsl[] =
#include "shader/img_frag.h"
;
Evas_GL_Program_Source shader_img_frag_src =
{
img_frag_glsl,
NULL, 0
};
const char img_vert_glsl[] =
#include "shader/img_vert.h"
;
Evas_GL_Program_Source shader_img_vert_src =
{
img_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_nomul_frag_glsl[] =
#include "shader/img_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_nomul_frag_src =
{
img_nomul_frag_glsl,
NULL, 0
};
const char img_nomul_vert_glsl[] =
#include "shader/img_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_nomul_vert_src =
{
img_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_bgra_frag_glsl[] =
#include "shader/img_bgra_frag.h"
;
Evas_GL_Program_Source shader_img_bgra_frag_src =
{
img_bgra_frag_glsl,
NULL, 0
};
const char img_bgra_vert_glsl[] =
#include "shader/img_bgra_vert.h"
;
Evas_GL_Program_Source shader_img_bgra_vert_src =
{
img_bgra_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_bgra_nomul_frag_glsl[] =
#include "shader/img_bgra_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_bgra_nomul_frag_src =
{
img_bgra_nomul_frag_glsl,
NULL, 0
};
const char img_bgra_nomul_vert_glsl[] =
#include "shader/img_bgra_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_bgra_nomul_vert_src =
{
img_bgra_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_frag_glsl[] =
#include "shader/tex_frag.h"
;
Evas_GL_Program_Source shader_tex_frag_src =
{
tex_frag_glsl,
NULL, 0
};
const char tex_vert_glsl[] =
#include "shader/tex_vert.h"
;
Evas_GL_Program_Source shader_tex_vert_src =
{
tex_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_afill_frag_glsl[] =
#include "shader/tex_afill_frag.h"
;
Evas_GL_Program_Source shader_tex_afill_frag_src =
{
tex_afill_frag_glsl,
NULL, 0
};
const char tex_afill_vert_glsl[] =
#include "shader/tex_afill_vert.h"
;
Evas_GL_Program_Source shader_tex_afill_vert_src =
{
tex_afill_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_nomul_frag_glsl[] =
#include "shader/tex_nomul_frag.h"
;
Evas_GL_Program_Source shader_tex_nomul_frag_src =
{
tex_nomul_frag_glsl,
NULL, 0
};
const char tex_nomul_vert_glsl[] =
#include "shader/tex_nomul_vert.h"
;
Evas_GL_Program_Source shader_tex_nomul_vert_src =
{
tex_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_nomul_afill_frag_glsl[] =
#include "shader/tex_nomul_afill_frag.h"
;
Evas_GL_Program_Source shader_tex_nomul_afill_frag_src =
{
tex_nomul_afill_frag_glsl,
NULL, 0
};
const char tex_nomul_afill_vert_glsl[] =
#include "shader/tex_nomul_afill_vert.h"
;
Evas_GL_Program_Source shader_tex_nomul_afill_vert_src =
{
tex_nomul_afill_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_21_frag_glsl[] =
#include "shader/img_21_frag.h"
;
Evas_GL_Program_Source shader_img_21_frag_src =
{
img_21_frag_glsl,
NULL, 0
};
const char img_21_vert_glsl[] =
#include "shader/img_21_vert.h"
;
Evas_GL_Program_Source shader_img_21_vert_src =
{
img_21_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_21_nomul_frag_glsl[] =
#include "shader/img_21_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_21_nomul_frag_src =
{
img_21_nomul_frag_glsl,
NULL, 0
};
const char img_21_nomul_vert_glsl[] =
#include "shader/img_21_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_21_nomul_vert_src =
{
img_21_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_21_bgra_frag_glsl[] =
#include "shader/img_21_bgra_frag.h"
;
Evas_GL_Program_Source shader_img_21_bgra_frag_src =
{
img_21_bgra_frag_glsl,
NULL, 0
};
const char img_21_bgra_vert_glsl[] =
#include "shader/img_21_bgra_vert.h"
;
Evas_GL_Program_Source shader_img_21_bgra_vert_src =
{
img_21_bgra_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_21_bgra_nomul_frag_glsl[] =
#include "shader/img_21_bgra_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_21_bgra_nomul_frag_src =
{
img_21_bgra_nomul_frag_glsl,
NULL, 0
};
const char img_21_bgra_nomul_vert_glsl[] =
#include "shader/img_21_bgra_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_21_bgra_nomul_vert_src =
{
img_21_bgra_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_21_frag_glsl[] =
#include "shader/tex_21_frag.h"
;
Evas_GL_Program_Source shader_tex_21_frag_src =
{
tex_21_frag_glsl,
NULL, 0
};
const char tex_21_vert_glsl[] =
#include "shader/tex_21_vert.h"
;
Evas_GL_Program_Source shader_tex_21_vert_src =
{
tex_21_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_21_afill_frag_glsl[] =
#include "shader/tex_21_afill_frag.h"
;
Evas_GL_Program_Source shader_tex_21_afill_frag_src =
{
tex_21_afill_frag_glsl,
NULL, 0
};
const char tex_21_afill_vert_glsl[] =
#include "shader/tex_21_afill_vert.h"
;
Evas_GL_Program_Source shader_tex_21_afill_vert_src =
{
tex_21_afill_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_21_nomul_frag_glsl[] =
#include "shader/tex_21_nomul_frag.h"
;
Evas_GL_Program_Source shader_tex_21_nomul_frag_src =
{
tex_21_nomul_frag_glsl,
NULL, 0
};
const char tex_21_nomul_vert_glsl[] =
#include "shader/tex_21_nomul_vert.h"
;
Evas_GL_Program_Source shader_tex_21_nomul_vert_src =
{
tex_21_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_21_nomul_afill_frag_glsl[] =
#include "shader/tex_21_nomul_afill_frag.h"
;
Evas_GL_Program_Source shader_tex_21_nomul_afill_frag_src =
{
tex_21_nomul_afill_frag_glsl,
NULL, 0
};
const char tex_21_nomul_afill_vert_glsl[] =
#include "shader/tex_21_nomul_afill_vert.h"
;
Evas_GL_Program_Source shader_tex_21_nomul_afill_vert_src =
{
tex_21_nomul_afill_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_12_frag_glsl[] =
#include "shader/img_12_frag.h"
;
Evas_GL_Program_Source shader_img_12_frag_src =
{
img_12_frag_glsl,
NULL, 0
};
const char img_12_vert_glsl[] =
#include "shader/img_12_vert.h"
;
Evas_GL_Program_Source shader_img_12_vert_src =
{
img_12_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_12_nomul_frag_glsl[] =
#include "shader/img_12_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_12_nomul_frag_src =
{
img_12_nomul_frag_glsl,
NULL, 0
};
const char img_12_nomul_vert_glsl[] =
#include "shader/img_12_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_12_nomul_vert_src =
{
img_12_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_12_bgra_frag_glsl[] =
#include "shader/img_12_bgra_frag.h"
;
Evas_GL_Program_Source shader_img_12_bgra_frag_src =
{
img_12_bgra_frag_glsl,
NULL, 0
};
const char img_12_bgra_vert_glsl[] =
#include "shader/img_12_bgra_vert.h"
;
Evas_GL_Program_Source shader_img_12_bgra_vert_src =
{
img_12_bgra_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_12_bgra_nomul_frag_glsl[] =
#include "shader/img_12_bgra_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_12_bgra_nomul_frag_src =
{
img_12_bgra_nomul_frag_glsl,
NULL, 0
};
const char img_12_bgra_nomul_vert_glsl[] =
#include "shader/img_12_bgra_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_12_bgra_nomul_vert_src =
{
img_12_bgra_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_12_frag_glsl[] =
#include "shader/tex_12_frag.h"
;
Evas_GL_Program_Source shader_tex_12_frag_src =
{
tex_12_frag_glsl,
NULL, 0
};
const char tex_12_vert_glsl[] =
#include "shader/tex_12_vert.h"
;
Evas_GL_Program_Source shader_tex_12_vert_src =
{
tex_12_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_12_afill_frag_glsl[] =
#include "shader/tex_12_afill_frag.h"
;
Evas_GL_Program_Source shader_tex_12_afill_frag_src =
{
tex_12_afill_frag_glsl,
NULL, 0
};
const char tex_12_afill_vert_glsl[] =
#include "shader/tex_12_afill_vert.h"
;
Evas_GL_Program_Source shader_tex_12_afill_vert_src =
{
tex_12_afill_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_12_nomul_frag_glsl[] =
#include "shader/tex_12_nomul_frag.h"
;
Evas_GL_Program_Source shader_tex_12_nomul_frag_src =
{
tex_12_nomul_frag_glsl,
NULL, 0
};
const char tex_12_nomul_vert_glsl[] =
#include "shader/tex_12_nomul_vert.h"
;
Evas_GL_Program_Source shader_tex_12_nomul_vert_src =
{
tex_12_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_12_nomul_afill_frag_glsl[] =
#include "shader/tex_12_nomul_afill_frag.h"
;
Evas_GL_Program_Source shader_tex_12_nomul_afill_frag_src =
{
tex_12_nomul_afill_frag_glsl,
NULL, 0
};
const char tex_12_nomul_afill_vert_glsl[] =
#include "shader/tex_12_nomul_afill_vert.h"
;
Evas_GL_Program_Source shader_tex_12_nomul_afill_vert_src =
{
tex_12_nomul_afill_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_22_frag_glsl[] =
#include "shader/img_22_frag.h"
;
Evas_GL_Program_Source shader_img_22_frag_src =
{
img_22_frag_glsl,
NULL, 0
};
const char img_22_vert_glsl[] =
#include "shader/img_22_vert.h"
;
Evas_GL_Program_Source shader_img_22_vert_src =
{
img_22_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_22_nomul_frag_glsl[] =
#include "shader/img_22_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_22_nomul_frag_src =
{
img_22_nomul_frag_glsl,
NULL, 0
};
const char img_22_nomul_vert_glsl[] =
#include "shader/img_22_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_22_nomul_vert_src =
{
img_22_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_22_bgra_frag_glsl[] =
#include "shader/img_22_bgra_frag.h"
;
Evas_GL_Program_Source shader_img_22_bgra_frag_src =
{
img_22_bgra_frag_glsl,
NULL, 0
};
const char img_22_bgra_vert_glsl[] =
#include "shader/img_22_bgra_vert.h"
;
Evas_GL_Program_Source shader_img_22_bgra_vert_src =
{
img_22_bgra_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char img_22_bgra_nomul_frag_glsl[] =
#include "shader/img_22_bgra_nomul_frag.h"
;
Evas_GL_Program_Source shader_img_22_bgra_nomul_frag_src =
{
img_22_bgra_nomul_frag_glsl,
NULL, 0
};
const char img_22_bgra_nomul_vert_glsl[] =
#include "shader/img_22_bgra_nomul_vert.h"
;
Evas_GL_Program_Source shader_img_22_bgra_nomul_vert_src =
{
img_22_bgra_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_22_frag_glsl[] =
#include "shader/tex_22_frag.h"
;
Evas_GL_Program_Source shader_tex_22_frag_src =
{
tex_22_frag_glsl,
NULL, 0
};
const char tex_22_vert_glsl[] =
#include "shader/tex_22_vert.h"
;
Evas_GL_Program_Source shader_tex_22_vert_src =
{
tex_22_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_22_afill_frag_glsl[] =
#include "shader/tex_22_afill_frag.h"
;
Evas_GL_Program_Source shader_tex_22_afill_frag_src =
{
tex_22_afill_frag_glsl,
NULL, 0
};
const char tex_22_afill_vert_glsl[] =
#include "shader/tex_22_afill_vert.h"
;
Evas_GL_Program_Source shader_tex_22_afill_vert_src =
{
tex_22_afill_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_22_nomul_frag_glsl[] =
#include "shader/tex_22_nomul_frag.h"
;
Evas_GL_Program_Source shader_tex_22_nomul_frag_src =
{
tex_22_nomul_frag_glsl,
NULL, 0
};
const char tex_22_nomul_vert_glsl[] =
#include "shader/tex_22_nomul_vert.h"
;
Evas_GL_Program_Source shader_tex_22_nomul_vert_src =
{
tex_22_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char tex_22_nomul_afill_frag_glsl[] =
#include "shader/tex_22_nomul_afill_frag.h"
;
Evas_GL_Program_Source shader_tex_22_nomul_afill_frag_src =
{
tex_22_nomul_afill_frag_glsl,
NULL, 0
};
const char tex_22_nomul_afill_vert_glsl[] =
#include "shader/tex_22_nomul_afill_vert.h"
;
Evas_GL_Program_Source shader_tex_22_nomul_afill_vert_src =
{
tex_22_nomul_afill_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char yuv_frag_glsl[] =
#include "shader/yuv_frag.h"
;
Evas_GL_Program_Source shader_yuv_frag_src =
{
yuv_frag_glsl,
NULL, 0
};
const char yuv_vert_glsl[] =
#include "shader/yuv_vert.h"
;
Evas_GL_Program_Source shader_yuv_vert_src =
{
yuv_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char yuy2_frag_glsl[] =
#include "shader/yuy2_frag.h"
;
Evas_GL_Program_Source shader_yuy2_frag_src =
{
yuy2_frag_glsl,
NULL, 0
};
const char yuy2_vert_glsl[] =
#include "shader/yuy2_vert.h"
;
Evas_GL_Program_Source shader_yuy2_vert_src =
{
yuy2_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char yuy2_nomul_frag_glsl[] =
#include "shader/yuy2_nomul_frag.h"
;
Evas_GL_Program_Source shader_yuy2_nomul_frag_src =
{
yuy2_nomul_frag_glsl,
NULL, 0
};
const char yuy2_nomul_vert_glsl[] =
#include "shader/yuy2_nomul_vert.h"
;
Evas_GL_Program_Source shader_yuy2_nomul_vert_src =
{
yuy2_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char nv12_nomul_vert_glsl[] =
#include "shader/nv12_nomul_vert.h"
;
Evas_GL_Program_Source shader_nv12_nomul_vert_src =
{
nv12_nomul_vert_glsl,
NULL, 0
};
const char nv12_vert_glsl[] =
#include "shader/nv12_vert.h"
;
Evas_GL_Program_Source shader_nv12_vert_src =
{
nv12_vert_glsl,
NULL, 0
};
const char nv12_frag_glsl[] =
#include "shader/nv12_frag.h"
;
Evas_GL_Program_Source shader_nv12_frag_src =
{
nv12_frag_glsl,
NULL, 0
};
const char nv12_nomul_frag_glsl[] =
#include "shader/nv12_nomul_frag.h"
;
Evas_GL_Program_Source shader_nv12_nomul_frag_src =
{
nv12_nomul_frag_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char yuv_nomul_frag_glsl[] =
#include "shader/yuv_nomul_frag.h"
;
Evas_GL_Program_Source shader_yuv_nomul_frag_src =
{
yuv_nomul_frag_glsl,
NULL, 0
};
const char yuv_nomul_vert_glsl[] =
#include "shader/yuv_nomul_vert.h"
;
Evas_GL_Program_Source shader_yuv_nomul_vert_src =
{
yuv_nomul_vert_glsl,
NULL, 0
};
/////////////////////////////////////////////
const char rgb_a_pair_frag_glsl[] =
#include "shader/rgb_a_pair_frag.h"
;
Evas_GL_Program_Source shader_rgb_a_pair_frag_src =
{
rgb_a_pair_frag_glsl,
NULL, 0
};
const char rgb_a_pair_vert_glsl[] =
#include "shader/rgb_a_pair_vert.h"
;
Evas_GL_Program_Source shader_rgb_a_pair_vert_src =
{
rgb_a_pair_vert_glsl,
NULL, 0
};
const char rgb_a_pair_nomul_frag_glsl[] =
#include "shader/rgb_a_pair_nomul_frag.h"
;
Evas_GL_Program_Source shader_rgb_a_pair_nomul_frag_src =
{
rgb_a_pair_nomul_frag_glsl,
NULL, 0
};
const char rgb_a_pair_nomul_vert_glsl[] =
#include "shader/rgb_a_pair_nomul_vert.h"
;
Evas_GL_Program_Source shader_rgb_a_pair_nomul_vert_src =
{
rgb_a_pair_nomul_vert_glsl,
NULL, 0
};
#include "shader/evas_gl_shaders.x"
/////////////////////////////////////////////
static void
@ -1028,68 +219,6 @@ _evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
return 1;
}
#define SHADER_SOURCE_LINE(Big, Small) \
{ SHADER_##Big, &(shader_##Small##_vert_src), &(shader_##Small##_frag_src), #Small }
#define SHADER_SOURCE_FILTER_LINE(Big, Small) \
{ SHADER_##Big, &(shader_img_vert_src), &(shader_##Small##_frag_src), #Small }
static const struct {
Evas_GL_Shader id;
Evas_GL_Program_Source *vert;
Evas_GL_Program_Source *frag;
const char *name;
} _shaders_source[] = {
SHADER_SOURCE_LINE(RECT, rect),
SHADER_SOURCE_LINE(FONT, font),
SHADER_SOURCE_LINE(IMG, img),
SHADER_SOURCE_LINE(IMG_NOMUL, img_nomul),
SHADER_SOURCE_LINE(IMG_BGRA, img_bgra),
SHADER_SOURCE_LINE(IMG_BGRA_NOMUL, img_bgra_nomul),
SHADER_SOURCE_LINE(TEX, tex),
SHADER_SOURCE_LINE(TEX_NOMUL, tex_nomul),
SHADER_SOURCE_LINE(TEX_AFILL, tex_afill),
SHADER_SOURCE_LINE(TEX_NOMUL_AFILL, tex_nomul_afill),
SHADER_SOURCE_LINE(IMG_21, img_21),
SHADER_SOURCE_LINE(IMG_21_NOMUL, img_21_nomul),
SHADER_SOURCE_LINE(IMG_21_BGRA, img_21_bgra),
SHADER_SOURCE_LINE(IMG_21_BGRA_NOMUL, img_21_bgra_nomul),
SHADER_SOURCE_LINE(TEX_21, tex_21),
SHADER_SOURCE_LINE(TEX_21_NOMUL, tex_21_nomul),
SHADER_SOURCE_LINE(TEX_21_AFILL, tex_21_afill),
SHADER_SOURCE_LINE(TEX_21_NOMUL_AFILL, tex_21_nomul_afill),
SHADER_SOURCE_LINE(IMG_12, img_12),
SHADER_SOURCE_LINE(IMG_12_NOMUL, img_12_nomul),
SHADER_SOURCE_LINE(IMG_12_BGRA, img_12_bgra),
SHADER_SOURCE_LINE(IMG_12_BGRA_NOMUL, img_12_bgra_nomul),
SHADER_SOURCE_LINE(TEX_12, tex_12),
SHADER_SOURCE_LINE(TEX_12_NOMUL, tex_12_nomul),
SHADER_SOURCE_LINE(TEX_12_AFILL, tex_12_afill),
SHADER_SOURCE_LINE(TEX_12_NOMUL_AFILL, tex_12_nomul_afill),
SHADER_SOURCE_LINE(IMG_22, img_22),
SHADER_SOURCE_LINE(IMG_22_NOMUL, img_22_nomul),
SHADER_SOURCE_LINE(IMG_22_BGRA, img_22_bgra),
SHADER_SOURCE_LINE(IMG_22_BGRA_NOMUL, img_22_bgra_nomul),
SHADER_SOURCE_LINE(TEX_22, tex_22),
SHADER_SOURCE_LINE(TEX_22_NOMUL, tex_22_nomul),
SHADER_SOURCE_LINE(TEX_22_AFILL, tex_22_afill),
SHADER_SOURCE_LINE(TEX_22_NOMUL_AFILL, tex_22_nomul_afill),
SHADER_SOURCE_LINE(YUV, yuv),
SHADER_SOURCE_LINE(YUV_NOMUL, yuv_nomul),
SHADER_SOURCE_LINE(YUY2, yuy2),
SHADER_SOURCE_LINE(YUY2_NOMUL, yuy2_nomul),
SHADER_SOURCE_LINE(NV12, nv12),
SHADER_SOURCE_LINE(NV12_NOMUL, nv12_nomul),
SHADER_SOURCE_LINE(RGB_A_PAIR, rgb_a_pair),
SHADER_SOURCE_LINE(RGB_A_PAIR_NOMUL, rgb_a_pair_nomul),
};
static int
_evas_gl_common_shader_source_init(Evas_GL_Shared *shared)
{

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@ -1,71 +0,0 @@
#!/bin/bash
DIR=`dirname $0`
MAKESTR="sh $DIR/make-c-str.sh"
function compile()
{
F="$DIR/$1"
if [ -f $F".shd" ]; then
$MAKESTR $F".shd" > $F".h"
fi
if [ -f $F"_frag.shd" ]; then
$MAKESTR $F"_frag.shd" > $F"_frag.h"
fi
if [ -f $F"_vert.shd" ]; then
$MAKESTR $F"_vert.shd" > $F"_vert.h"
fi
}
compile rect
compile font
compile img
compile img_nomul
compile img_bgra
compile img_bgra_nomul
compile tex
compile tex_nomul
compile tex_afill
compile tex_nomul_afill
compile img_21
compile img_21_nomul
compile img_21_bgra
compile img_21_bgra_nomul
compile tex_21
compile tex_21_nomul
compile tex_21_afill
compile tex_21_nomul_afill
compile img_12
compile img_12_nomul
compile img_12_bgra
compile img_12_bgra_nomul
compile tex_12
compile tex_12_nomul
compile tex_12_afill
compile tex_12_nomul_afill
compile img_22
compile img_22_nomul
compile img_22_bgra
compile img_22_bgra_nomul
compile tex_22
compile tex_22_nomul
compile tex_22_afill
compile tex_22_nomul_afill
## above section must have 21, 22 and 12 versions
compile yuv
compile yuv_nomul
compile nv12
compile nv12_nomul
compile yuy2
compile yuy2_nomul
compile rgb_a_pair
compile rgb_a_pair_nomul

File diff suppressed because it is too large Load Diff

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@ -1,14 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, tex_c.xy).aaaa * col;\n"
"}\n"

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@ -1,15 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
"}\n"

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@ -0,0 +1,65 @@
#!/bin/sh
# This script will generate a C file containing all the shaders used by Evas.
# This C file should be checked-in Git and not modified.
DIR=`dirname $0`
OUTPUT=${DIR}/evas_gl_shaders.x
SHADERS=${DIR}/*.shd
# Redirect output to ${OUTPUT}
exec 1<&-
exec 1>${OUTPUT}
# Write header
printf "/* This file was autogenerated. Do not modify.\n"
printf " * Git ID: "
git rev-parse HEAD
printf " */\n\n"
# Including private for hilights and stuff :)
printf "#include \"../evas_gl_private.h\"\n\n"
# Prepare list of shaders:
shaders_source=""
# Reading with the following code breaks indents:
# while read -r line ; do
# done < ${shd}
# So we use some cat & IFS hack instead.
for shd in ${SHADERS} ; do
lname=`basename ${shd} .shd`
UNAME=`echo ${lname} |tr "[:lower:]" "[:upper:]"`
printf "/* Source: $shd */\n"
OIFS=$IFS
IFS=$'\n'
printf "static const char ${lname}_glsl[] ="
for line in `cat ${shd}` ; do
printf "\n \"${line}\\\n\""
done
printf ";\n"
IFS=${OIFS}
printf "Evas_GL_Program_Source shader_${lname}_src =\n{\n ${lname}_glsl,\n NULL, 0\n};\n\n"
if echo ${lname} |grep vert 2>&1 >> /dev/null ; then
name=`echo ${lname} |sed -e 's/_vert//'`
SHADER=`echo ${UNAME} |sed -e 's/_VERT//'`
shaders_source="${shaders_source} { SHADER_${SHADER}, &(shader_${name}_vert_src), &(shader_${name}_frag_src), \"${name}\" },\n"
fi
done
printf "static const struct {
Evas_GL_Shader id;
Evas_GL_Program_Source *vert;
Evas_GL_Program_Source *frag;
const char *name;
} _shaders_source[] = {\n"
printf "${shaders_source}};\n\n"

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@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" gl_FragColor = ((col00 + col01) / div_s) * col;\n"
"}\n"

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@ -1,17 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" gl_FragColor = (col00 + col01) / div_s;\n"
"}\n"

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@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

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@ -1,21 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

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@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]).bgra;\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]).bgra;\n"
" gl_FragColor = ((col00 + col01) / div_s) * col;\n"
"}\n"

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@ -1,17 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]).bgra;\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]).bgra;\n"
" gl_FragColor = (col00 + col01) / div_s;\n"
"}\n"

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@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

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@ -1,21 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

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@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" gl_FragColor = ((col00 + col01) / div_s) * col;\n"
"}\n"

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@ -1,17 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" gl_FragColor = (col00 + col01) / div_s;\n"
"}\n"

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@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

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@ -1,21 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

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@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]).bgra;\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]).bgra;\n"
" gl_FragColor = ((col00 + col01) / div_s) * col;\n"
"}\n"

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@ -1,17 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]).bgra;\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]).bgra;\n"
" gl_FragColor = (col00 + col01) / div_s;\n"
"}\n"

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@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

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@ -1,21 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

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@ -1,20 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 col10 = texture2D(tex, tex_c + tex_s[2]);\n"
" vec4 col11 = texture2D(tex, tex_c + tex_s[3]);\n"
" gl_FragColor = ((col00 + col01 + col10 + col11) / div_s) * col;\n"
"}\n"

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@ -1,19 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 col10 = texture2D(tex, tex_c + tex_s[2]);\n"
" vec4 col11 = texture2D(tex, tex_c + tex_s[3]);\n"
" gl_FragColor = (col00 + col01 + col10 + col11) / div_s;\n"
"}\n"

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@ -1,20 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(4, 4, 4, 4);\n"
"}\n"

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@ -1,23 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(4, 4, 4, 4);\n"
"}\n"

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@ -1,20 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]).bgra;\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]).bgra;\n"
" vec4 col10 = texture2D(tex, tex_c + tex_s[2]).bgra;\n"
" vec4 col11 = texture2D(tex, tex_c + tex_s[3]).bgra;\n"
" gl_FragColor = ((col00 + col01 + col10 + col11) / div_s) * col;\n"
"}\n"

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@ -1,19 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]).bgra;\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]).bgra;\n"
" vec4 col10 = texture2D(tex, tex_c + tex_s[2]).bgra;\n"
" vec4 col11 = texture2D(tex, tex_c + tex_s[3]).bgra;\n"
" gl_FragColor = (col00 + col01 + col10 + col11) / div_s;\n"
"}\n"

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@ -1,20 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(4, 4, 4, 4);\n"
"}\n"

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@ -1,23 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(4, 4, 4, 4);\n"
"}\n"

View File

@ -1,14 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, tex_c.xy) * col;\n"
"}\n"

View File

@ -1,13 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, tex_c.xy);\n"
"}\n"

View File

@ -1,12 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
"}\n"

View File

@ -1,15 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
"}\n"

View File

@ -1,14 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, tex_c.xy).bgra * col;\n"
"}\n"

View File

@ -1,13 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, tex_c.xy).bgra;\n"
"}\n"

View File

@ -1,12 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
"}\n"

View File

@ -1,15 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
"}\n"

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@ -1,3 +0,0 @@
#!/bin/sh
awk '{printf("\"%s\\n\"\n", $0);}' $1

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@ -1,31 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex, texuv;\n"
"varying vec4 col;\n"
"varying vec2 tex_c, tex_cuv;\n"
"void main()\n"
"{\n"
" float y,u,v,vmu,r,g,b;\n"
" y=texture2D(tex,tex_c).g;\n"
" u=texture2D(texuv,tex_cuv).g;\n"
" v=texture2D(texuv,tex_cuv).a;\n"
"\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" vmu=v*0.813+u*0.391;\n"
" u=u*2.018;\n"
" v=v*1.596;\n"
" y=(y-0.062)*1.164;\n"
"\n"
" r=y+v;\n"
" g=y-vmu;\n"
" b=y+u;\n"
"\n"
" gl_FragColor=vec4(r,g,b,1.0) * col;\n"
"}\n"
"\n"

View File

@ -1,31 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex, texuv;\n"
"varying vec2 tex_c, tex_cuv;\n"
"void main()\n"
"{\n"
" float y,u,v,vmu,r,g,b;\n"
" y=texture2D(tex,tex_c).g;\n"
" u=texture2D(texuv,tex_cuv).g;\n"
" v=texture2D(texuv,tex_cuv).a;\n"
"\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" vmu=v*0.813+u*0.391;\n"
" u=u*2.018;\n"
" v=v*1.596;\n"
" y=(y-0.062)*1.164;\n"
"\n"
" r=y+v;\n"
" g=y-vmu;\n"
" b=y+u;\n"
"\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n"
"\n"
"\n"

View File

@ -1,14 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord, tex_coord2;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c, tex_cuv;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
" tex_cuv = tex_coord2 * 0.5;\n"
"}\n"

View File

@ -1,16 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord, tex_coord2;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c, tex_cuv;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
" tex_cuv = tex_coord2 * 0.5;\n"
"}\n"

View File

@ -1,13 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"void main()\n"
"{\n"
" gl_FragColor = col;\n"
"}\n"

View File

@ -1,12 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
"}\n"

View File

@ -1,17 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform sampler2D texa;\n"
"varying vec4 col;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_a;\n"
"void main()\n"
"{\n"
" gl_FragColor.rgb = texture2D(tex, coord_c.xy).rgb * col.rgb * texture2D(texa, coord_a).g;\n"
" gl_FragColor.a = col.a * texture2D(texa, coord_a).g;\n"
"}\n"

View File

@ -1,16 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform sampler2D texa;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_a;\n"
"void main()\n"
"{\n"
" gl_FragColor.rgb = texture2D(tex, coord_c.xy).rgb * texture2D(texa, coord_a).g;\n"
" gl_FragColor.a = texture2D(texa, coord_a).g;\n"
"}\n"

View File

@ -1,15 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_coorda;\n"
"uniform mat4 mvp;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_a;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" coord_c = tex_coord;\n"
" coord_a = tex_coorda;\n"
"}\n"

View File

@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_coorda;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 coord_c;\n"
"varying vec2 coord_a;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" coord_c = tex_coord;\n"
" coord_a = tex_coorda;\n"
"}\n"

View File

@ -1,19 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 c = (col00 + col01) / div_s;\n"
" gl_FragColor = vec4(c.r, c.g, c.b, 1) * col;\n"
"}\n"

View File

@ -1,21 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

View File

@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" gl_FragColor = ((col00 + col01) / div_s) * col;\n"
"}\n"

View File

@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 c = (col00 + col01) / div_s;\n"
" gl_FragColor = vec4(c.r, c.g, c.b, 1);\n"
"}\n"

View File

@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

View File

@ -1,17 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" gl_FragColor = (col00 + col01) / div_s;\n"
"}\n"

View File

@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

View File

@ -1,21 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

View File

@ -1,19 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 c = (col00 + col01) / div_s;\n"
" gl_FragColor = vec4(c.r, c.g, c.b, 1) * col;\n"
"}\n"

View File

@ -1,21 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

View File

@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" gl_FragColor = ((col00 + col01) / div_s) * col;\n"
"}\n"

View File

@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 c = (col00 + col01) / div_s;\n"
" gl_FragColor = vec4(c.r, c.g, c.b, 1);\n"
"}\n"

View File

@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

View File

@ -1,17 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" gl_FragColor = (col00 + col01) / div_s;\n"
"}\n"

View File

@ -1,18 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

View File

@ -1,21 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(2, 2, 2, 2);\n"
"}\n"

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@ -1,21 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 col10 = texture2D(tex, tex_c + tex_s[2]);\n"
" vec4 col11 = texture2D(tex, tex_c + tex_s[3]);\n"
" vec4 c = (col00 + col01 + col10 + col11) / div_s;\n"
" gl_FragColor = vec4(c.r, c.g, c.b, 1) * col;\n"
"}\n"

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@ -1,23 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(4, 4, 4, 4);\n"
"}\n"

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@ -1,20 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 col10 = texture2D(tex, tex_c + tex_s[2]);\n"
" vec4 col11 = texture2D(tex, tex_c + tex_s[3]);\n"
" gl_FragColor = ((col00 + col01 + col10 + col11) / div_s) * col;\n"
"}\n"

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@ -1,20 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 col10 = texture2D(tex, tex_c + tex_s[2]);\n"
" vec4 col11 = texture2D(tex, tex_c + tex_s[3]);\n"
" vec4 c = (col00 + col01 + col10 + col11) / div_s;\n"
" gl_FragColor = vec4(c.r, c.g, c.b, 1);\n"
"}\n"

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@ -1,20 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(4, 4, 4, 4);\n"
"}\n"

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@ -1,19 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" vec4 col00 = texture2D(tex, tex_c + tex_s[0]);\n"
" vec4 col01 = texture2D(tex, tex_c + tex_s[1]);\n"
" vec4 col10 = texture2D(tex, tex_c + tex_s[2]);\n"
" vec4 col11 = texture2D(tex, tex_c + tex_s[3]);\n"
" gl_FragColor = (col00 + col01 + col10 + col11) / div_s;\n"
"}\n"

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@ -1,20 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\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"
" div_s = vec4(4, 4, 4, 4);\n"
"}\n"

View File

@ -1,23 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
"varying vec4 div_s;\n"
"void main()\n"
"{\n"
" 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"
" div_s = vec4(4, 4, 4, 4);\n"
"}\n"

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@ -1,15 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" vec4 c = texture2D(tex, tex_c.xy);\n"
" gl_FragColor = vec4(c.r, c.g, c.b, 1) * col;\n"
"}\n"

View File

@ -1,15 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
"}\n"

View File

@ -1,14 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, tex_c.xy) * col;\n"
"}\n"

View File

@ -1,14 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" vec4 c = texture2D(tex, tex_c.xy);\n"
" gl_FragColor = vec4(c.r, c.g, c.b, 1);\n"
"}\n"

View File

@ -1,12 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
"}\n"

View File

@ -1,13 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, tex_c.xy);\n"
"}\n"

View File

@ -1,12 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
"}\n"

View File

@ -1,15 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
"}\n"

View File

@ -1,24 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex, texu, texv;\n"
"varying vec4 col;\n"
"varying vec2 tex_c, tex_c2, tex_c3;\n"
"void main()\n"
"{\n"
" float r, g, b, y, u, v;\n"
" y = texture2D(tex, tex_c.xy).r;\n"
" u = texture2D(texu, tex_c2.xy).r;\n"
" v = texture2D(texv, tex_c3.xy).r;\n"
" y = (y - 0.0625) * 1.164;\n"
" u = u - 0.5;\n"
" v = v - 0.5;\n"
" r = y + (1.402 * v);\n"
" g = y - (0.34414 * u) - (0.71414 * v);\n"
" b = y + (1.772 * u);\n"
" gl_FragColor = vec4(r, g, b, 1.0) * col;\n"
"}\n"

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@ -1,23 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex, texu, texv;\n"
"varying vec2 tex_c, tex_c2, tex_c3;\n"
"void main()\n"
"{\n"
" float r, g, b, y, u, v;\n"
" y = texture2D(tex, tex_c.xy).r;\n"
" u = texture2D(texu, tex_c2.xy).r;\n"
" v = texture2D(texv, tex_c3.xy).r;\n"
" y = (y - 0.0625) * 1.164;\n"
" u = u - 0.5;\n"
" v = v - 0.5;\n"
" r = y + (1.402 * v);\n"
" g = y - (0.34414 * u) - (0.71414 * v);\n"
" b = y + (1.772 * u);\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n"

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@ -1,14 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord, tex_coord2, tex_coord3;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c, tex_c2, tex_c3;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
" tex_c2 = tex_coord2;\n"
" tex_c3 = tex_coord3;\n"
"}\n"

View File

@ -1,17 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord, tex_coord2, tex_coord3;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c, tex_c2, tex_c3;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
" tex_c2 = tex_coord2;\n"
" tex_c3 = tex_coord3;\n"
"}\n"

View File

@ -1,30 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex, texuv;\n"
"varying vec4 col;\n"
"varying vec2 tex_c, tex_cuv;\n"
"void main()\n"
"{\n"
" float y,u,v,vmu,r,g,b;\n"
" y=texture2D(tex,tex_c).r;\n"
" u=texture2D(texuv,tex_cuv).g;\n"
" v=texture2D(texuv,tex_cuv).a;\n"
"\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" vmu=v*0.813+u*0.391;\n"
" u=u*2.018;\n"
" v=v*1.596;\n"
"\n"
" r=y+v;\n"
" g=y-vmu;\n"
" b=y+u;\n"
"\n"
" gl_FragColor=vec4(r,g,b,1.0) * col;\n"
"}\n"
"\n"

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@ -1,30 +0,0 @@
"#ifdef GL_ES\n"
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"precision highp float;\n"
"#else\n"
"precision mediump float;\n"
"#endif\n"
"#endif\n"
"uniform sampler2D tex, texuv;\n"
"varying vec2 tex_c, tex_cuv;\n"
"void main()\n"
"{\n"
" float y,u,v,vmu,r,g,b;\n"
" y=texture2D(tex,tex_c).r;\n"
" u=texture2D(texuv,tex_cuv).g;\n"
" v=texture2D(texuv,tex_cuv).a;\n"
"\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" vmu=v*0.813+u*0.391;\n"
" u=u*2.018;\n"
" v=v*1.596;\n"
" y=(y-0.062)*1.164;\n"
"\n"
" r=y+v;\n"
" g=y-vmu;\n"
" b=y+u;\n"
"\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n"
"\n"

View File

@ -1,13 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord, tex_coord2;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c, tex_cuv;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
" tex_cuv = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
"}\n"

View File

@ -1,16 +0,0 @@
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord, tex_coord2;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c, tex_cuv;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
" tex_cuv = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
"}\n"