#ifndef VREND_BLITTER #define VREND_BLITTER /* shaders for blitting */ static const char *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" }; static const char *fs_texfetch_col = { "#version 130\n" "uniform sampler%s samp;\n" "in vec4 tc;\n" "void main() {\n" " gl_FragColor = texture(samp, tc%s)%s;\n" "}\n" }; static const char *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" }; static const char *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