@ -29,6 +29,24 @@
/* shaders for blitting */
# define FS_HEADER_GL \
" #version 130 \n " \
" // Blitter \n " \
" %s " \
# define FS_HEADER_GLES \
" #version 310 es \n " \
" // Blitter \n " \
" %s " \
" precision mediump float; \n " \
# define FS_HEADER_GLES_MS_ARRAY \
" #version 310 es \n " \
" // Blitter \n " \
" #extension GL_OES_texture_storage_multisample_2d_array: require \n " \
" %s " \
" precision mediump float; \n " \
# define HEADER_GL \
" #version 130 \n " \
" // Blitter \n " \
@ -44,7 +62,6 @@
" #extension GL_OES_texture_storage_multisample_2d_array: require \n " \
" precision mediump float; \n " \
# define VS_PASSTHROUGH_BODY \
" in vec4 arg0; \n " \
" in vec4 arg1; \n " \
@ -59,7 +76,6 @@
# define FS_TEXFETCH_COL_BODY \
" %s " \
" #define cvec4 %s \n " \
" uniform mediump %csampler%s samp; \n " \
" in vec4 tc; \n " \
@ -70,7 +86,6 @@
" } \n "
# define FS_TEXFETCH_COL_GLES_1D_BODY \
" %s " \
" #define cvec4 %s \n " \
" uniform mediump %csampler%s samp; \n " \
" in vec4 tc; \n " \
@ -80,12 +95,11 @@
" FragColor = cvec4(%s); \n " \
" } \n "
# define FS_TEXFETCH_COL_GL HEADER_GL FS_TEXFETCH_COL_BODY
# define FS_TEXFETCH_COL_GLES HEADER_GLES FS_TEXFETCH_COL_BODY
# define FS_TEXFETCH_COL_GLES_1D HEADER_GLES FS_TEXFETCH_COL_GLES_1D_BODY
# define FS_TEXFETCH_COL_GL FS_ HEADER_GL FS_TEXFETCH_COL_BODY
# define FS_TEXFETCH_COL_GLES FS_ HEADER_GLES FS_TEXFETCH_COL_BODY
# define FS_TEXFETCH_COL_GLES_1D FS_ HEADER_GLES FS_TEXFETCH_COL_GLES_1D_BODY
# define FS_TEXFETCH_COL_MSAA_BODY \
" %s " \
" #define cvec4 %s \n " \
" uniform mediump %csampler%s samp; \n " \
" in vec4 tc; \n " \
@ -99,9 +113,9 @@
" FragColor = cvec4(%s); \n " \
" } \n "
# define FS_TEXFETCH_COL_MSAA_GL HEADER_GL FS_TEXFETCH_COL_MSAA_BODY
# define FS_TEXFETCH_COL_MSAA_GLES HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY
# define FS_TEXFETCH_COL_MSAA_ARRAY_GLES HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY
# define FS_TEXFETCH_COL_MSAA_GL FS_ HEADER_GL FS_TEXFETCH_COL_MSAA_BODY
# define FS_TEXFETCH_COL_MSAA_GLES FS_ HEADER_GLES FS_TEXFETCH_COL_MSAA_BODY
# define FS_TEXFETCH_COL_MSAA_ARRAY_GLES FS_ HEADER_GLES_MS_ARRAY FS_TEXFETCH_COL_MSAA_BODY
# define FS_TEXFETCH_DS_BODY \
" uniform mediump sampler%s samp; \n " \