/************************************************************************** * * Copyright (C) 2014 Red Hat Inc. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #ifndef VREND_BLITTER_H #define VREND_BLITTER_H /* shaders for blitting */ #define VS_PASSTHROUGH \ "#version 130\n" \ "in vec4 arg0;\n" \ "in vec4 arg1;\n" \ "out vec4 tc;\n" \ "void main() {\n" \ " gl_Position = arg0;\n" \ " tc = arg1;\n" \ "}\n" #define FS_TEXFETCH_COL \ "#version 130\n" \ "%s" \ "uniform sampler%s samp;\n" \ "in vec4 tc;\n" \ "void main() {\n" \ " gl_FragColor = texture(samp, tc%s)%s;\n" \ "}\n" #define FS_TEXFETCH_COL_ALPHA_DEST \ "#version 130\n" \ "%s" \ "uniform sampler%s samp;\n" \ "in vec4 tc;\n" \ "void main() {\n" \ " vec4 temp = texture(samp, tc%s)%s;\n" \ " gl_FragColor = temp.aaaa;\n" \ "}\n" #define FS_TEXFETCH_DS \ "#version 130\n" \ "uniform sampler%s samp;\n" \ "in vec4 tc;\n" \ "void main() {\n" \ " gl_FragDepth = float(texture(samp, tc%s).x);\n" \ "}\n" #define FS_TEXFETCH_DS_MSAA \ "#version 130\n" \ "#extension GL_ARB_texture_multisample : enable\n" \ "uniform sampler%s samp;\n" \ "in vec4 tc;\n" \ "void main() {\n" \ " gl_FragDepth = float(texelFetch(samp, %s(tc%s), int(tc.z)).x);\n" \ "}\n" #endif