770 lines
18 KiB
C++
770 lines
18 KiB
C++
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//
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// Copyright 2014 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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#include "util/shader_utils.h"
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#include <cstring>
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#include <fstream>
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#include <iostream>
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#include <vector>
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#include "common/utilities.h"
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#include "util/test_utils.h"
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namespace
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{
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bool ReadEntireFile(const std::string &filePath, std::string *contentsOut)
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{
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constexpr uint32_t kMaxBufferSize = 2000;
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char buffer[kMaxBufferSize] = {};
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if (!angle::ReadEntireFileToString(filePath.c_str(), buffer, kMaxBufferSize) ||
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strlen(buffer) == 0)
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return false;
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*contentsOut = buffer;
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return true;
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}
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GLuint CompileProgramInternal(const char *vsSource,
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const char *tcsSource,
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const char *tesSource,
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const char *gsSource,
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const char *fsSource,
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const std::function<void(GLuint)> &preLinkCallback)
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{
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GLuint vs = CompileShader(GL_VERTEX_SHADER, vsSource);
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GLuint fs = CompileShader(GL_FRAGMENT_SHADER, fsSource);
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if (vs == 0 || fs == 0)
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{
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glDeleteShader(fs);
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glDeleteShader(vs);
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return 0;
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}
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GLuint program = glCreateProgram();
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glAttachShader(program, vs);
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glDeleteShader(vs);
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glAttachShader(program, fs);
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glDeleteShader(fs);
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GLuint tcs = 0;
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GLuint tes = 0;
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GLuint gs = 0;
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if (strlen(tcsSource) > 0)
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{
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tcs = CompileShader(GL_TESS_CONTROL_SHADER_EXT, tcsSource);
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if (tcs == 0)
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{
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glDeleteShader(vs);
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glDeleteShader(fs);
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glDeleteProgram(program);
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return 0;
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}
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glAttachShader(program, tcs);
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glDeleteShader(tcs);
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}
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if (strlen(tesSource) > 0)
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{
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tes = CompileShader(GL_TESS_EVALUATION_SHADER_EXT, tesSource);
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if (tes == 0)
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{
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glDeleteShader(vs);
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glDeleteShader(fs);
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glDeleteShader(tcs);
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glDeleteProgram(program);
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return 0;
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}
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glAttachShader(program, tes);
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glDeleteShader(tes);
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}
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if (strlen(gsSource) > 0)
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{
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gs = CompileShader(GL_GEOMETRY_SHADER_EXT, gsSource);
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if (gs == 0)
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{
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glDeleteShader(vs);
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glDeleteShader(fs);
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glDeleteShader(tcs);
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glDeleteShader(tes);
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glDeleteProgram(program);
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return 0;
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}
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glAttachShader(program, gs);
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glDeleteShader(gs);
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}
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if (preLinkCallback)
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{
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preLinkCallback(program);
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}
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glLinkProgram(program);
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return CheckLinkStatusAndReturnProgram(program, true);
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}
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const void *gCallbackChainUserParam;
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void KHRONOS_APIENTRY DebugMessageCallback(GLenum source,
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GLenum type,
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GLuint id,
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GLenum severity,
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GLsizei length,
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const GLchar *message,
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const void *userParam)
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{
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std::string sourceText = gl::GetDebugMessageSourceString(source);
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std::string typeText = gl::GetDebugMessageTypeString(type);
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std::string severityText = gl::GetDebugMessageSeverityString(severity);
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std::cerr << sourceText << ", " << typeText << ", " << severityText << ": " << message << "\n";
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GLDEBUGPROC callbackChain = reinterpret_cast<GLDEBUGPROC>(const_cast<void *>(userParam));
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if (callbackChain)
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{
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callbackChain(source, type, id, severity, length, message, gCallbackChainUserParam);
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}
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}
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} // namespace
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GLuint CompileShader(GLenum type, const char *source)
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{
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GLuint shader = glCreateShader(type);
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const char *sourceArray[1] = {source};
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glShaderSource(shader, 1, sourceArray, nullptr);
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glCompileShader(shader);
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GLint compileResult;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compileResult);
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if (compileResult == 0)
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{
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GLint infoLogLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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// Info log length includes the null terminator, so 1 means that the info log is an empty
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// string.
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if (infoLogLength > 1)
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{
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std::vector<GLchar> infoLog(infoLogLength);
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glGetShaderInfoLog(shader, static_cast<GLsizei>(infoLog.size()), nullptr, &infoLog[0]);
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std::cerr << "shader compilation failed: " << &infoLog[0];
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}
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else
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{
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std::cerr << "shader compilation failed. <Empty log message>";
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}
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std::cerr << std::endl;
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glDeleteShader(shader);
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shader = 0;
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}
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return shader;
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}
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GLuint CompileShaderFromFile(GLenum type, const std::string &sourcePath)
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{
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std::string source;
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if (!ReadEntireFile(sourcePath, &source))
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{
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std::cerr << "Error reading shader file: " << sourcePath << "\n";
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return 0;
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}
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return CompileShader(type, source.c_str());
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}
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GLuint CheckLinkStatusAndReturnProgram(GLuint program, bool outputErrorMessages)
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{
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if (glGetError() != GL_NO_ERROR)
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return 0;
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GLint linkStatus;
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glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus == 0)
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{
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if (outputErrorMessages)
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{
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GLint infoLogLength;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
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// Info log length includes the null terminator, so 1 means that the info log is an
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// empty string.
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if (infoLogLength > 1)
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{
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std::vector<GLchar> infoLog(infoLogLength);
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glGetProgramInfoLog(program, static_cast<GLsizei>(infoLog.size()), nullptr,
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&infoLog[0]);
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std::cerr << "program link failed: " << &infoLog[0];
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}
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else
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{
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std::cerr << "program link failed. <Empty log message>";
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}
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}
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glDeleteProgram(program);
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return 0;
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}
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return program;
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}
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GLuint GetProgramShader(GLuint program, GLint requestedType)
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{
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static constexpr GLsizei kMaxShaderCount = 16;
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GLuint attachedShaders[kMaxShaderCount] = {0u};
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GLsizei count = 0;
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glGetAttachedShaders(program, kMaxShaderCount, &count, attachedShaders);
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for (int i = 0; i < count; ++i)
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{
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GLint type = 0;
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glGetShaderiv(attachedShaders[i], GL_SHADER_TYPE, &type);
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if (type == requestedType)
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{
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return attachedShaders[i];
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}
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}
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return 0;
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}
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GLuint CompileProgramWithTransformFeedback(
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const char *vsSource,
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const char *fsSource,
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const std::vector<std::string> &transformFeedbackVaryings,
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GLenum bufferMode)
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{
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auto preLink = [&](GLuint program) {
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if (transformFeedbackVaryings.size() > 0)
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{
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std::vector<const char *> constCharTFVaryings;
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for (const std::string &transformFeedbackVarying : transformFeedbackVaryings)
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{
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constCharTFVaryings.push_back(transformFeedbackVarying.c_str());
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}
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glTransformFeedbackVaryings(program,
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static_cast<GLsizei>(transformFeedbackVaryings.size()),
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&constCharTFVaryings[0], bufferMode);
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}
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};
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return CompileProgramInternal(vsSource, "", "", "", fsSource, preLink);
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}
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GLuint CompileProgram(const char *vsSource, const char *fsSource)
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{
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return CompileProgramInternal(vsSource, "", "", "", fsSource, nullptr);
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}
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GLuint CompileProgram(const char *vsSource,
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const char *fsSource,
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const std::function<void(GLuint)> &preLinkCallback)
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{
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return CompileProgramInternal(vsSource, "", "", "", fsSource, preLinkCallback);
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}
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GLuint CompileProgramWithGS(const char *vsSource, const char *gsSource, const char *fsSource)
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{
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return CompileProgramInternal(vsSource, "", "", gsSource, fsSource, nullptr);
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}
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GLuint CompileProgramWithTESS(const char *vsSource,
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const char *tcsSource,
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const char *tesSource,
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const char *fsSource)
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{
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return CompileProgramInternal(vsSource, tcsSource, tesSource, "", fsSource, nullptr);
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}
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GLuint CompileProgramFromFiles(const std::string &vsPath, const std::string &fsPath)
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{
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std::string vsSource;
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if (!ReadEntireFile(vsPath, &vsSource))
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{
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std::cerr << "Error reading shader: " << vsPath << "\n";
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return 0;
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}
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std::string fsSource;
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if (!ReadEntireFile(fsPath, &fsSource))
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{
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std::cerr << "Error reading shader: " << fsPath << "\n";
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return 0;
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}
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return CompileProgram(vsSource.c_str(), fsSource.c_str());
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}
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GLuint CompileComputeProgram(const char *csSource, bool outputErrorMessages)
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{
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GLuint program = glCreateProgram();
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GLuint cs = CompileShader(GL_COMPUTE_SHADER, csSource);
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if (cs == 0)
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{
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glDeleteProgram(program);
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return 0;
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}
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glAttachShader(program, cs);
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glLinkProgram(program);
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return CheckLinkStatusAndReturnProgram(program, outputErrorMessages);
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}
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GLuint LoadBinaryProgramOES(const std::vector<uint8_t> &binary, GLenum binaryFormat)
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{
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GLuint program = glCreateProgram();
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glProgramBinaryOES(program, binaryFormat, binary.data(), static_cast<GLint>(binary.size()));
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return CheckLinkStatusAndReturnProgram(program, true);
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}
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GLuint LoadBinaryProgramES3(const std::vector<uint8_t> &binary, GLenum binaryFormat)
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{
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GLuint program = glCreateProgram();
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glProgramBinary(program, binaryFormat, binary.data(), static_cast<GLint>(binary.size()));
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return CheckLinkStatusAndReturnProgram(program, true);
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}
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bool LinkAttachedProgram(GLuint program)
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{
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glLinkProgram(program);
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return (CheckLinkStatusAndReturnProgram(program, true) != 0);
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}
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void EnableDebugCallback(GLDEBUGPROC callbackChain, const void *userParam)
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{
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gCallbackChainUserParam = userParam;
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glEnable(GL_DEBUG_OUTPUT);
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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// Enable medium and high priority messages.
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glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_HIGH, 0, nullptr,
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GL_TRUE);
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glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_MEDIUM, 0, nullptr,
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GL_TRUE);
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// Disable low and notification priority messages.
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glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_LOW, 0, nullptr,
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GL_FALSE);
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glDebugMessageControlKHR(GL_DONT_CARE, GL_DONT_CARE, GL_DEBUG_SEVERITY_NOTIFICATION, 0, nullptr,
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GL_FALSE);
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// Disable performance messages to reduce spam.
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glDebugMessageControlKHR(GL_DONT_CARE, GL_DEBUG_TYPE_PERFORMANCE, GL_DONT_CARE, 0, nullptr,
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GL_FALSE);
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glDebugMessageCallbackKHR(DebugMessageCallback, reinterpret_cast<const void *>(callbackChain));
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}
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namespace angle
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{
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namespace essl1_shaders
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{
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const char *PositionAttrib()
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{
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return "a_position";
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}
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const char *ColorUniform()
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{
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return "u_color";
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}
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const char *Texture2DUniform()
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{
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return "u_tex2D";
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}
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namespace vs
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{
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// A shader that sets gl_Position to zero.
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const char *Zero()
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{
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return R"(void main()
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{
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gl_Position = vec4(0);
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})";
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}
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// A shader that sets gl_Position to attribute a_position.
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const char *Simple()
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{
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return R"(precision highp float;
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attribute vec4 a_position;
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void main()
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{
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gl_Position = a_position;
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})";
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}
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// v_position.
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const char *Passthrough()
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{
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return R"(precision highp float;
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attribute vec4 a_position;
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varying vec4 v_position;
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void main()
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{
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gl_Position = a_position;
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v_position = a_position;
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})";
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}
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// texcoord.
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const char *Texture2D()
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{
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return R"(precision highp float;
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attribute vec4 a_position;
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varying vec2 v_texCoord;
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void main()
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{
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gl_Position = vec4(a_position.xy, 0.0, 1.0);
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v_texCoord = a_position.xy * 0.5 + vec2(0.5);
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})";
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}
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} // namespace vs
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namespace fs
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{
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// A shader that renders a simple checker pattern of red and green. X axis and y axis separate the
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// different colors. Needs varying v_position.
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const char *Checkered()
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{
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return R"(precision highp float;
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varying vec4 v_position;
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void main()
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{
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bool isLeft = v_position.x < 0.0;
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bool isTop = v_position.y < 0.0;
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if (isLeft)
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{
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if (isTop)
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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}
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else
|
||
|
{
|
||
|
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (isTop)
|
||
|
{
|
||
|
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);
|
||
|
}
|
||
|
}
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that fills with color taken from uniform named "color".
|
||
|
const char *UniformColor()
|
||
|
{
|
||
|
return R"(uniform mediump vec4 u_color;
|
||
|
void main(void)
|
||
|
{
|
||
|
gl_FragColor = u_color;
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that fills with 100% opaque red.
|
||
|
const char *Red()
|
||
|
{
|
||
|
return R"(precision mediump float;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that fills with 100% opaque green.
|
||
|
const char *Green()
|
||
|
{
|
||
|
return R"(precision mediump float;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that fills with 100% opaque blue.
|
||
|
const char *Blue()
|
||
|
{
|
||
|
return R"(precision mediump float;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that samples the texture.
|
||
|
const char *Texture2D()
|
||
|
{
|
||
|
return R"(precision mediump float;
|
||
|
uniform sampler2D u_tex2D;
|
||
|
varying vec2 v_texCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_FragColor = texture2D(u_tex2D, v_texCoord);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
} // namespace fs
|
||
|
} // namespace essl1_shaders
|
||
|
|
||
|
namespace essl3_shaders
|
||
|
{
|
||
|
|
||
|
const char *PositionAttrib()
|
||
|
{
|
||
|
return "a_position";
|
||
|
}
|
||
|
const char *Texture2DUniform()
|
||
|
{
|
||
|
return "u_tex2D";
|
||
|
}
|
||
|
const char *LodUniform()
|
||
|
{
|
||
|
return "u_lod";
|
||
|
}
|
||
|
|
||
|
namespace vs
|
||
|
{
|
||
|
|
||
|
// A shader that sets gl_Position to zero.
|
||
|
const char *Zero()
|
||
|
{
|
||
|
return R"(#version 300 es
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = vec4(0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that sets gl_Position to attribute a_position.
|
||
|
const char *Simple()
|
||
|
{
|
||
|
return R"(#version 300 es
|
||
|
in vec4 a_position;
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = a_position;
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
|
||
|
// v_position.
|
||
|
const char *Passthrough()
|
||
|
{
|
||
|
return R"(#version 300 es
|
||
|
in vec4 a_position;
|
||
|
out vec4 v_position;
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = a_position;
|
||
|
v_position = a_position;
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
|
||
|
// texcoord.
|
||
|
const char *Texture2DLod()
|
||
|
{
|
||
|
return R"(#version 300 es
|
||
|
in vec4 a_position;
|
||
|
out vec2 v_texCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = vec4(a_position.xy, 0.0, 1.0);
|
||
|
v_texCoord = a_position.xy * 0.5 + vec2(0.5);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
} // namespace vs
|
||
|
|
||
|
namespace fs
|
||
|
{
|
||
|
|
||
|
// A shader that fills with 100% opaque red.
|
||
|
const char *Red()
|
||
|
{
|
||
|
return R"(#version 300 es
|
||
|
precision highp float;
|
||
|
out vec4 my_FragColor;
|
||
|
void main()
|
||
|
{
|
||
|
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that fills with 100% opaque green.
|
||
|
const char *Green()
|
||
|
{
|
||
|
return R"(#version 300 es
|
||
|
precision highp float;
|
||
|
out vec4 my_FragColor;
|
||
|
void main()
|
||
|
{
|
||
|
my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that fills with 100% opaque blue.
|
||
|
const char *Blue()
|
||
|
{
|
||
|
return R"(#version 300 es
|
||
|
precision highp float;
|
||
|
out vec4 my_FragColor;
|
||
|
void main()
|
||
|
{
|
||
|
my_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that samples the texture at a given lod.
|
||
|
const char *Texture2DLod()
|
||
|
{
|
||
|
return R"(#version 300 es
|
||
|
precision mediump float;
|
||
|
uniform sampler2D u_tex2D;
|
||
|
uniform float u_lod;
|
||
|
in vec2 v_texCoord;
|
||
|
out vec4 my_FragColor;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
my_FragColor = textureLod(u_tex2D, v_texCoord, u_lod);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
} // namespace fs
|
||
|
} // namespace essl3_shaders
|
||
|
|
||
|
namespace essl31_shaders
|
||
|
{
|
||
|
|
||
|
const char *PositionAttrib()
|
||
|
{
|
||
|
return "a_position";
|
||
|
}
|
||
|
|
||
|
namespace vs
|
||
|
{
|
||
|
|
||
|
// A shader that sets gl_Position to zero.
|
||
|
const char *Zero()
|
||
|
{
|
||
|
return R"(#version 310 es
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = vec4(0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that sets gl_Position to attribute a_position.
|
||
|
const char *Simple()
|
||
|
{
|
||
|
return R"(#version 310 es
|
||
|
in vec4 a_position;
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = a_position;
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
|
||
|
// v_position.
|
||
|
const char *Passthrough()
|
||
|
{
|
||
|
return R"(#version 310 es
|
||
|
in vec4 a_position;
|
||
|
out vec4 v_position;
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = a_position;
|
||
|
v_position = a_position;
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
} // namespace vs
|
||
|
|
||
|
namespace fs
|
||
|
{
|
||
|
|
||
|
// A shader that fills with 100% opaque red.
|
||
|
const char *Red()
|
||
|
{
|
||
|
return R"(#version 310 es
|
||
|
precision highp float;
|
||
|
out vec4 my_FragColor;
|
||
|
void main()
|
||
|
{
|
||
|
my_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that fills with 100% opaque green.
|
||
|
const char *Green()
|
||
|
{
|
||
|
return R"(#version 310 es
|
||
|
precision highp float;
|
||
|
out vec4 my_FragColor;
|
||
|
void main()
|
||
|
{
|
||
|
my_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
// A shader that renders a simple gradient of red to green. Needs varying v_position.
|
||
|
const char *RedGreenGradient()
|
||
|
{
|
||
|
return R"(#version 310 es
|
||
|
precision highp float;
|
||
|
in vec4 v_position;
|
||
|
out vec4 my_FragColor;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
my_FragColor = vec4(v_position.xy * 0.5 + vec2(0.5), 0.0, 1.0);
|
||
|
})";
|
||
|
}
|
||
|
|
||
|
} // namespace fs
|
||
|
} // namespace essl31_shaders
|
||
|
} // namespace angle
|