evas_gl_font.c \
evas_gl_polygon.c \
evas_gl_line.c \
+shader/rect_frag.h \
+shader/rect_frag_bin_s3c6410.h \
+shader/rect_vert.h \
+shader/rect_vert_bin_s3c6410.h \
shader/font_frag.h \
shader/font_frag_bin_s3c6410.h \
shader/font_vert.h \
shader/img_nomul_frag_bin_s3c6410.h \
shader/img_nomul_vert.h \
shader/img_nomul_vert_bin_s3c6410.h \
-shader/img_solid_frag.h \
-shader/img_solid_frag_bin_s3c6410.h \
-shader/img_solid_vert.h \
-shader/img_solid_vert_bin_s3c6410.h \
-shader/img_solid_nomul_frag.h \
-shader/img_solid_nomul_frag_bin_s3c6410.h \
-shader/img_solid_nomul_vert.h \
-shader/img_solid_nomul_vert_bin_s3c6410.h \
shader/img_bgra_frag.h \
shader/img_bgra_frag_bin_s3c6410.h \
shader/img_bgra_vert.h \
shader/img_bgra_nomul_frag_bin_s3c6410.h \
shader/img_bgra_nomul_vert.h \
shader/img_bgra_nomul_vert_bin_s3c6410.h \
-shader/img_bgra_solid_frag.h \
-shader/img_bgra_solid_frag_bin_s3c6410.h \
-shader/img_bgra_solid_vert.h \
-shader/img_bgra_solid_vert_bin_s3c6410.h \
-shader/img_bgra_solid_nomul_frag.h \
-shader/img_bgra_solid_nomul_frag_bin_s3c6410.h \
-shader/img_bgra_solid_nomul_vert.h \
-shader/img_bgra_solid_nomul_vert_bin_s3c6410.h \
-shader/rect_frag.h \
-shader/rect_frag_bin_s3c6410.h \
-shader/rect_vert.h \
-shader/rect_vert_bin_s3c6410.h \
shader/yuv_frag.h \
shader/yuv_frag_bin_s3c6410.h \
shader/yuv_vert.h \
shader/yuv_vert_bin_s3c6410.h \
+shader/yuv_nomul_frag.h \
+shader/yuv_nomul_frag_bin_s3c6410.h \
+shader/yuv_nomul_vert.h \
+shader/yuv_nomul_vert_bin_s3c6410.h \
shader/tex_frag.h \
shader/tex_frag_bin_s3c6410.h \
shader/tex_vert.h \
-shader/tex_vert_bin_s3c6410.h
+shader/tex_vert_bin_s3c6410.h \
+shader/tex_nomul_frag.h \
+shader/tex_nomul_frag_bin_s3c6410.h \
+shader/tex_nomul_vert.h \
+shader/tex_nomul_vert_bin_s3c6410.h
libevas_engine_gl_common_la_LIBADD = @EINA_LIBS@ @evas_engine_gl_common_libs@ @dlopen_libs@
endif
shader/compile-sgx.sh \
shader/make-c-bin.sh \
shader/make-c-str.sh \
+shader/rect_frag.shd \
+shader/rect_frag_s3c6410.asm \
+shader/rect_vert.shd \
+shader/font_frag.shd \
+shader/font_frag_s3c6410.asm \
+shader/font_vert.shd \
shader/img_frag.shd \
shader/img_frag_s3c6410.asm \
shader/img_vert.shd \
shader/img_nomul_frag.shd \
shader/img_nomul_vert.shd \
-shader/img_solid_frag.shd \
-shader/img_solid_vert.shd \
-shader/img_solid_nomul_frag.shd \
-shader/img_solid_nomul_vert.shd \
shader/img_bgra_vert.shd \
shader/img_bgra_frag.shd \
shader/img_bgra_vert.shd \
shader/img_bgra_nomul_frag.shd \
shader/img_bgra_nomul_vert.shd \
-shader/img_bgra_solid_frag.shd \
-shader/img_bgra_solid_vert.shd \
-shader/img_bgra_solid_nomul_frag.shd \
-shader/img_bgra_solid_nomul_vert.shd \
-shader/rect_frag.shd \
-shader/rect_frag_s3c6410.asm \
-shader/rect_vert.shd \
-shader/font_frag.shd \
-shader/font_frag_s3c6410.asm \
-shader/font_vert.shd \
shader/yuv_frag.shd \
shader/yuv_frag_s3c6410.asm \
shader/yuv_vert.shd \
+shader/yuv_nomul_frag.shd \
+shader/yuv_nomul_vert.shd \
shader/tex_frag.shd \
shader/tex_frag_s3c6410.asm \
-shader/tex_vert.shd
+shader/tex_vert.shd \
+shader/tex_nomul_frag.shd \
+shader/tex_nomul_vert.shd
} tex;
struct {
- // ADD: tex_nomul, tex_solid, tex_solid_nomul, yuv_nomul
- Evas_GL_Program img, img_nomul;
- Evas_GL_Program img_solid, img_solid_nomul;
-
- Evas_GL_Program img_bgra, img_bgra_nomul;
- Evas_GL_Program img_bgra_solid, img_bgra_solid_nomul;
-
Evas_GL_Program rect;
Evas_GL_Program font;
- Evas_GL_Program yuv;
- Evas_GL_Program tex;
+
+ Evas_GL_Program img, img_nomul;
+ Evas_GL_Program img_bgra, img_bgra_nomul;
+ Evas_GL_Program yuv, yuv_nomul;
+ Evas_GL_Program tex, tex_nomul;
} shader;
int references;
int w, h;
extern Evas_GL_Program_Source shader_rect_vert_src;
extern Evas_GL_Program_Source shader_font_frag_src;
extern Evas_GL_Program_Source shader_font_vert_src;
-extern Evas_GL_Program_Source shader_yuv_frag_src;
-extern Evas_GL_Program_Source shader_yuv_vert_src;
extern Evas_GL_Program_Source shader_img_frag_src;
extern Evas_GL_Program_Source shader_img_vert_src;
-
extern Evas_GL_Program_Source shader_img_nomul_frag_src;
extern Evas_GL_Program_Source shader_img_nomul_vert_src;
-extern Evas_GL_Program_Source shader_img_solid_frag_src;
-extern Evas_GL_Program_Source shader_img_solid_vert_src;
-extern Evas_GL_Program_Source shader_img_solid_nomul_frag_src;
-extern Evas_GL_Program_Source shader_img_solid_nomul_vert_src;
extern Evas_GL_Program_Source shader_img_bgra_frag_src;
extern Evas_GL_Program_Source shader_img_bgra_vert_src;
extern Evas_GL_Program_Source shader_img_bgra_nomul_frag_src;
extern Evas_GL_Program_Source shader_img_bgra_nomul_vert_src;
-extern Evas_GL_Program_Source shader_img_bgra_solid_frag_src;
-extern Evas_GL_Program_Source shader_img_bgra_solid_vert_src;
-extern Evas_GL_Program_Source shader_img_bgra_solid_nomul_frag_src;
-extern Evas_GL_Program_Source shader_img_bgra_solid_nomul_vert_src;
-// fixme: more yuv shaders
+extern Evas_GL_Program_Source shader_yuv_frag_src;
+extern Evas_GL_Program_Source shader_yuv_vert_src;
+extern Evas_GL_Program_Source shader_yuv_nomul_frag_src;
+extern Evas_GL_Program_Source shader_yuv_nomul_vert_src;
extern Evas_GL_Program_Source shader_tex_frag_src;
extern Evas_GL_Program_Source shader_tex_vert_src;
-// fixme: more tex shaders
-//
+extern Evas_GL_Program_Source shader_tex_nomul_frag_src;
+extern Evas_GL_Program_Source shader_tex_nomul_vert_src;
+
void glerr(int err, const char *file, const char *func, int line, const char *op);
Evas_GL_Context *evas_gl_common_context_new(void);
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.font.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
glUseProgram(gc->shared->shader.yuv.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.yuv.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.tex.prog);
+ glUseProgram(gc->shared->shader.yuv_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.tex.prog, "mvp"), 1,
+ glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.yuv_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.img.prog);
+ glUseProgram(gc->shared->shader.tex.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img.prog, "mvp"), 1,
+ glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.tex.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.img_nomul.prog);
+ glUseProgram(gc->shared->shader.tex_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_nomul.prog, "mvp"), 1,
+ glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.tex_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.img_solid.prog);
+
+ glUseProgram(gc->shared->shader.img.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_solid.prog, "mvp"), 1,
+ glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.img_solid_nomul.prog);
+ glUseProgram(gc->shared->shader.img_nomul.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_solid_nomul.prog, "mvp"), 1,
+ glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_bgra_nomul.prog, "mvp"), 1,
GL_FALSE, proj);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.img_bgra_solid.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_bgra_solid.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUseProgram(gc->shared->shader.img_bgra_solid_nomul.prog);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- glUniformMatrix4fv(glGetUniformLocation(gc->shared->shader.img_bgra_solid_nomul.prog, "mvp"), 1,
- GL_FALSE, proj);
- GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUseProgram(gc->shader.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glEnableVertexAttribArray(SHAD_COLOR);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ evas_gl_common_shader_program_init(&(shared->shader.rect),
+ &(shader_rect_vert_src),
+ &(shader_rect_frag_src),
+ "rect");
+ evas_gl_common_shader_program_init(&(shared->shader.font),
+ &(shader_font_vert_src),
+ &(shader_font_frag_src),
+ "font");
evas_gl_common_shader_program_init(&(shared->shader.img),
&(shader_img_vert_src),
&(shader_img_frag_src),
&(shader_img_nomul_vert_src),
&(shader_img_nomul_frag_src),
"img_nomul");
- evas_gl_common_shader_program_init(&(shared->shader.img_solid),
- &(shader_img_solid_vert_src),
- &(shader_img_solid_frag_src),
- "img_solid");
- evas_gl_common_shader_program_init(&(shared->shader.img_solid_nomul),
- &(shader_img_solid_nomul_vert_src),
- &(shader_img_solid_nomul_frag_src),
- "img_solid_nomul");
-
evas_gl_common_shader_program_init(&(shared->shader.img_bgra),
&(shader_img_bgra_vert_src),
&(shader_img_bgra_frag_src),
&(shader_img_bgra_nomul_vert_src),
&(shader_img_bgra_nomul_frag_src),
"img_bgra_nomul");
- evas_gl_common_shader_program_init(&(shared->shader.img_bgra_solid),
- &(shader_img_bgra_solid_vert_src),
- &(shader_img_bgra_solid_frag_src),
- "img_bgra_solid");
- evas_gl_common_shader_program_init(&(shared->shader.img_bgra_solid_nomul),
- &(shader_img_bgra_solid_nomul_vert_src),
- &(shader_img_bgra_solid_nomul_frag_src),
- "img_bgra_solid_nomul");
-
- evas_gl_common_shader_program_init(&(shared->shader.rect),
- &(shader_rect_vert_src),
- &(shader_rect_frag_src),
- "rect");
- evas_gl_common_shader_program_init(&(shared->shader.font),
- &(shader_font_vert_src),
- &(shader_font_frag_src),
- "font");
evas_gl_common_shader_program_init(&(shared->shader.tex),
&(shader_tex_vert_src),
&(shader_tex_frag_src),
"tex");
-
+ evas_gl_common_shader_program_init(&(shared->shader.tex_nomul),
+ &(shader_tex_nomul_vert_src),
+ &(shader_tex_nomul_frag_src),
+ "tex_nomul");
evas_gl_common_shader_program_init(&(shared->shader.yuv),
&(shader_yuv_vert_src),
&(shader_yuv_frag_src),
"yuv");
+ evas_gl_common_shader_program_init(&(shared->shader.yuv_nomul),
+ &(shader_yuv_nomul_vert_src),
+ &(shader_yuv_nomul_frag_src),
+ "yuv_nomul");
+
glUseProgram(shared->shader.yuv.prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "tex"), 0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glUniform1i(glGetUniformLocation(shared->shader.yuv.prog, "texv"), 2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
+ glUseProgram(shared->shader.yuv_nomul.prog);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glUniform1i(glGetUniformLocation(shared->shader.yuv_nomul.prog, "tex"), 0);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glUniform1i(glGetUniformLocation(shared->shader.yuv_nomul.prog, "texu"), 1);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+ glUniform1i(glGetUniformLocation(shared->shader.yuv_nomul.prog, "texv"), 2);
+ GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+
glUseProgram(gc->shader.cur_prog);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
// in shader:
{
int pnum, nv, nc, nu, nu2, nt, i;
GLfloat tx1, tx2, ty1, ty2;
- GLfloat bl = 1.0;
Eina_Bool blend = 1;
GLuint prog = gc->shared->shader.img.prog;
if (tex_only)
{
if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
- prog = gc->shared->shader.tex.prog; // fixme: nomul
+ prog = gc->shared->shader.tex_nomul.prog;
else
prog = gc->shared->shader.tex.prog;
}
// if nomul... dont need this
gc->array.use_color = 1;
gc->array.use_texuv = 1;
- // if not solid, don't need this
- gc->array.use_texuv2 = 1;
+ gc->array.use_texuv2 = 0;
gc->array.use_texuv3 = 0;
pnum = gc->array.num;
tx2 = ((double)(tex->x) + sx + sw) / (double)tex->pt->w;
ty2 = ((double)(tex->y) + sy + sh) / (double)tex->pt->h;
}
- if (blend) bl = 0.0;
PUSH_VERTEX(x , y , 0);
PUSH_VERTEX(x + w, y , 0);
PUSH_TEXUV(tx2, ty1);
PUSH_TEXUV(tx1, ty2);
- PUSH_TEXUV2(bl, 0.0);
- PUSH_TEXUV2(bl, 0.0);
- PUSH_TEXUV2(bl, 0.0);
-
PUSH_VERTEX(x + w, y , 0);
PUSH_VERTEX(x + w, y + h, 0);
PUSH_VERTEX(x , y + h, 0);
PUSH_TEXUV(tx2, ty2);
PUSH_TEXUV(tx1, ty2);
- PUSH_TEXUV2(bl, 0.0);
- PUSH_TEXUV2(bl, 0.0);
- PUSH_TEXUV2(bl, 0.0);
-
// if nomul... dont need this
for (i = 0; i < 6; i++)
{
int pnum, nv, nc, nu, nu2, nu3, nt, i;
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
Eina_Bool blend = 0;
+ GLuint prog = gc->shared->shader.yuv.prog;
if (a < 255) blend = 1;
+ if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
+ prog = gc->shared->shader.yuv_nomul.prog;
+ else
+ prog = gc->shared->shader.yuv.prog;
+
if ((gc->shader.cur_tex != tex->pt->texture)
- || (gc->shader.cur_prog != gc->shared->shader.yuv.prog)
+ || (gc->shader.cur_prog != prog)
|| (gc->shader.smooth != smooth)
|| (gc->shader.blend != blend)
|| (gc->shader.render_op != gc->dc->render_op)
gc->shader.cur_tex = tex->pt->texture;
gc->shader.cur_texu = tex->ptu->texture;
gc->shader.cur_texv = tex->ptv->texture;
- gc->shader.cur_prog = gc->shared->shader.yuv.prog;
+ gc->shader.cur_prog = prog;
gc->shader.smooth = smooth;
gc->shader.blend = blend;
gc->shader.render_op = gc->dc->render_op;
int pnum, nv, nc, nu, nu2, nt, i;
const int points[6] = { 0, 1, 2, 0, 2, 3 };
GLfloat tx[4], ty[4];
- GLfloat bl = 1.0;
Eina_Bool blend = 1;
RGBA_Map_Point *pt;
DATA32 cmul;
if (tex_only)
{
if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
- prog = gc->shared->shader.tex.prog; // fixme: nomul
+ prog = gc->shared->shader.tex_nomul.prog;
else
prog = gc->shared->shader.tex.prog;
}
// FIXME: handle yinvert
}
- if (blend) bl = 0.0;
-
cmul = ARGB_JOIN(a, r, g, b);
for (i = 0; i < 6; i++)
{
PUSH_VERTEX((p[points[i]].x >> FP),
(p[points[i]].y >> FP),
0);
-// (p[points[i]].y >> FP) + 4096);
-// (p[points[i]].z >> FP));
PUSH_TEXUV(tx[points[i]],
ty[points[i]]);
- PUSH_TEXUV2(bl, 0.0);
-
PUSH_COLOR(R_VAL(&cl),
G_VAL(&cl),
B_VAL(&cl),
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int tex_frag_bin[] =
+const unsigned int yuv_nomul_frag_bin[] =
{
-# include "shader/tex_frag_bin_s3c6410.h"
+# include "shader/yuv_nomul_frag_bin_s3c6410.h"
};
#endif
-const char tex_frag_glsl[] =
-#include "shader/tex_frag.h"
+const char yuv_nomul_frag_glsl[] =
+#include "shader/yuv_nomul_frag.h"
;
-Evas_GL_Program_Source shader_tex_frag_src =
+Evas_GL_Program_Source shader_yuv_nomul_frag_src =
{
- tex_frag_glsl,
+ yuv_nomul_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
- tex_frag_bin, sizeof(tex_frag_bin)
+ yuv_nomul_frag_bin, sizeof(yuv_nomul_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int tex_vert_bin[] =
+const unsigned int yuv_nomul_vert_bin[] =
{
-# include "shader/tex_vert_bin_s3c6410.h"
+# include "shader/yuv_nomul_vert_bin_s3c6410.h"
};
#endif
-const char tex_vert_glsl[] =
-#include "shader/tex_vert.h"
+const char yuv_nomul_vert_glsl[] =
+#include "shader/yuv_nomul_vert.h"
;
-Evas_GL_Program_Source shader_tex_vert_src =
+Evas_GL_Program_Source shader_yuv_nomul_vert_src =
{
- tex_vert_glsl,
+ yuv_nomul_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
- tex_vert_bin, sizeof(tex_vert_bin)
+ yuv_nomul_vert_bin, sizeof(yuv_nomul_vert_bin)
#else
NULL, 0
#endif
};
-
-
-
-
-
-
-
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_frag_bin[] =
+const unsigned int tex_frag_bin[] =
{
-# include "shader/img_frag_bin_s3c6410.h"
+# include "shader/tex_frag_bin_s3c6410.h"
};
#endif
-const char img_frag_glsl[] =
-#include "shader/img_frag.h"
+const char tex_frag_glsl[] =
+#include "shader/tex_frag.h"
;
-Evas_GL_Program_Source shader_img_frag_src =
+Evas_GL_Program_Source shader_tex_frag_src =
{
- img_frag_glsl,
+ tex_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
- img_frag_bin, sizeof(img_frag_bin)
+ tex_frag_bin, sizeof(tex_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_vert_bin[] =
+const unsigned int tex_vert_bin[] =
{
-# include "shader/img_vert_bin_s3c6410.h"
+# include "shader/tex_vert_bin_s3c6410.h"
};
#endif
-const char img_vert_glsl[] =
-#include "shader/img_vert.h"
+const char tex_vert_glsl[] =
+#include "shader/tex_vert.h"
;
-Evas_GL_Program_Source shader_img_vert_src =
+Evas_GL_Program_Source shader_tex_vert_src =
{
- img_vert_glsl,
+ tex_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
- img_vert_bin, sizeof(img_vert_bin)
+ tex_vert_bin, sizeof(tex_vert_bin)
#else
NULL, 0
#endif
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_nomul_frag_bin[] =
+const unsigned int tex_nomul_frag_bin[] =
{
-# include "shader/img_nomul_frag_bin_s3c6410.h"
+# include "shader/tex_nomul_frag_bin_s3c6410.h"
};
#endif
-const char img_nomul_frag_glsl[] =
-#include "shader/img_nomul_frag.h"
+const char tex_nomul_frag_glsl[] =
+#include "shader/tex_nomul_frag.h"
;
-Evas_GL_Program_Source shader_img_nomul_frag_src =
+Evas_GL_Program_Source shader_tex_nomul_frag_src =
{
- img_nomul_frag_glsl,
+ tex_nomul_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
- img_nomul_frag_bin, sizeof(img_nomul_frag_bin)
+ tex_nomul_frag_bin, sizeof(tex_nomul_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_nomul_vert_bin[] =
+const unsigned int tex_nomul_vert_bin[] =
{
-# include "shader/img_nomul_vert_bin_s3c6410.h"
+# include "shader/tex_nomul_vert_bin_s3c6410.h"
};
#endif
-const char img_nomul_vert_glsl[] =
-#include "shader/img_nomul_vert.h"
+const char tex_nomul_vert_glsl[] =
+#include "shader/tex_nomul_vert.h"
;
-Evas_GL_Program_Source shader_img_nomul_vert_src =
+Evas_GL_Program_Source shader_tex_nomul_vert_src =
{
- img_nomul_vert_glsl,
+ tex_nomul_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
- img_nomul_vert_bin, sizeof(img_nomul_vert_bin)
+ tex_nomul_vert_bin, sizeof(tex_nomul_vert_bin)
#else
NULL, 0
#endif
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_solid_frag_bin[] =
+const unsigned int img_frag_bin[] =
{
-# include "shader/img_solid_frag_bin_s3c6410.h"
+# include "shader/img_frag_bin_s3c6410.h"
};
#endif
-const char img_solid_frag_glsl[] =
-#include "shader/img_solid_frag.h"
+const char img_frag_glsl[] =
+#include "shader/img_frag.h"
;
-Evas_GL_Program_Source shader_img_solid_frag_src =
+Evas_GL_Program_Source shader_img_frag_src =
{
- img_solid_frag_glsl,
+ img_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
- img_solid_frag_bin, sizeof(img_solid_frag_bin)
+ img_frag_bin, sizeof(img_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_solid_vert_bin[] =
+const unsigned int img_vert_bin[] =
{
-# include "shader/img_solid_vert_bin_s3c6410.h"
+# include "shader/img_vert_bin_s3c6410.h"
};
#endif
-const char img_solid_vert_glsl[] =
-#include "shader/img_solid_vert.h"
+const char img_vert_glsl[] =
+#include "shader/img_vert.h"
;
-Evas_GL_Program_Source shader_img_solid_vert_src =
+Evas_GL_Program_Source shader_img_vert_src =
{
- img_solid_vert_glsl,
+ img_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
- img_solid_vert_bin, sizeof(img_solid_vert_bin)
+ img_vert_bin, sizeof(img_vert_bin)
#else
NULL, 0
#endif
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_solid_nomul_frag_bin[] =
+const unsigned int img_nomul_frag_bin[] =
{
-# include "shader/img_solid_nomul_frag_bin_s3c6410.h"
+# include "shader/img_nomul_frag_bin_s3c6410.h"
};
#endif
-const char img_solid_nomul_frag_glsl[] =
-#include "shader/img_solid_nomul_frag.h"
+const char img_nomul_frag_glsl[] =
+#include "shader/img_nomul_frag.h"
;
-Evas_GL_Program_Source shader_img_solid_nomul_frag_src =
+Evas_GL_Program_Source shader_img_nomul_frag_src =
{
- img_solid_nomul_frag_glsl,
+ img_nomul_frag_glsl,
#if defined (GLES_VARIETY_S3C6410)
- img_solid_nomul_frag_bin, sizeof(img_solid_nomul_frag_bin)
+ img_nomul_frag_bin, sizeof(img_nomul_frag_bin)
#else
NULL, 0
#endif
};
#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_solid_nomul_vert_bin[] =
+const unsigned int img_nomul_vert_bin[] =
{
-# include "shader/img_solid_nomul_vert_bin_s3c6410.h"
+# include "shader/img_nomul_vert_bin_s3c6410.h"
};
#endif
-const char img_solid_nomul_vert_glsl[] =
-#include "shader/img_solid_nomul_vert.h"
+const char img_nomul_vert_glsl[] =
+#include "shader/img_nomul_vert.h"
;
-Evas_GL_Program_Source shader_img_solid_nomul_vert_src =
+Evas_GL_Program_Source shader_img_nomul_vert_src =
{
- img_solid_nomul_vert_glsl,
+ img_nomul_vert_glsl,
#if defined (GLES_VARIETY_S3C6410)
- img_solid_nomul_vert_bin, sizeof(img_solid_nomul_vert_bin)
+ img_nomul_vert_bin, sizeof(img_nomul_vert_bin)
#else
NULL, 0
#endif
};
-
-
-
-
-
-
/////////////////////////////////////////////
#if defined (GLES_VARIETY_S3C6410)
const unsigned int img_bgra_frag_bin[] =
};
/////////////////////////////////////////////
-#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_bgra_solid_frag_bin[] =
-{
-# include "shader/img_bgra_solid_frag_bin_s3c6410.h"
-};
-#endif
-
-const char img_bgra_solid_frag_glsl[] =
-#include "shader/img_bgra_solid_frag.h"
- ;
-Evas_GL_Program_Source shader_img_bgra_solid_frag_src =
-{
- img_bgra_solid_frag_glsl,
-#if defined (GLES_VARIETY_S3C6410)
- img_bgra_solid_frag_bin, sizeof(img_bgra_solid_frag_bin)
-#else
- NULL, 0
-#endif
-};
-
-#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_bgra_solid_vert_bin[] =
-{
-# include "shader/img_bgra_solid_vert_bin_s3c6410.h"
-};
-#endif
-const char img_bgra_solid_vert_glsl[] =
-#include "shader/img_bgra_solid_vert.h"
- ;
-Evas_GL_Program_Source shader_img_bgra_solid_vert_src =
-{
- img_bgra_solid_vert_glsl,
-#if defined (GLES_VARIETY_S3C6410)
- img_bgra_solid_vert_bin, sizeof(img_bgra_solid_vert_bin)
-#else
- NULL, 0
-#endif
-};
-
-/////////////////////////////////////////////
-#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_bgra_solid_nomul_frag_bin[] =
-{
-# include "shader/img_bgra_solid_nomul_frag_bin_s3c6410.h"
-};
-#endif
-
-const char img_bgra_solid_nomul_frag_glsl[] =
-#include "shader/img_bgra_solid_nomul_frag.h"
- ;
-Evas_GL_Program_Source shader_img_bgra_solid_nomul_frag_src =
-{
- img_bgra_solid_nomul_frag_glsl,
-#if defined (GLES_VARIETY_S3C6410)
- img_bgra_solid_nomul_frag_bin, sizeof(img_bgra_solid_nomul_frag_bin)
-#else
- NULL, 0
-#endif
-};
-
-#if defined (GLES_VARIETY_S3C6410)
-const unsigned int img_bgra_solid_nomul_vert_bin[] =
-{
-# include "shader/img_bgra_solid_nomul_vert_bin_s3c6410.h"
-};
-#endif
-const char img_bgra_solid_nomul_vert_glsl[] =
-#include "shader/img_bgra_solid_nomul_vert.h"
- ;
-Evas_GL_Program_Source shader_img_bgra_solid_nomul_vert_src =
-{
- img_bgra_solid_nomul_vert_glsl,
-#if defined (GLES_VARIETY_S3C6410)
- img_bgra_solid_nomul_vert_bin, sizeof(img_bgra_solid_nomul_vert_bin)
-#else
- NULL, 0
-#endif
-};
-
-
-
-
-
-
-
-/////////////////////////////////////////////
static void
gl_compile_link_error(GLuint target, const char *action)
{
}
compile rect
+compile font
compile img
compile img_nomul
-compile img_solid
-compile img_solid_nomul
compile img_bgra
compile img_bgra_nomul
-compile img_bgra_solid
-compile img_bgra_solid_nomul
-compile font
compile yuv
+compile yuv_nomul
compile tex
+compile tex_nomul
}
compile rect
+compile font
compile img
compile img_nomul
-compile img_solid
-compile img_solid_nomul
compile img_bgra
compile img_bgra_nomul
-compile img_bgra_solid
-compile img_bgra_solid_nomul
-compile font
compile yuv
+compile yuv_nomul
compile tex
+compile tex_nomul
+++ /dev/null
-"#ifdef GL_ES\n"
-"precision mediump float;\n"
-"#endif\n"
-"uniform sampler2D tex;\n"
-"varying vec4 col;\n"
-"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
-"void main()\n"
-"{\n"
-" vec4 t = texture2D(tex, tex_c.xy);\n"
-" gl_FragColor = vec4(t.r, t.g, t.b, t.a + tex_c2.x) * col;\n"
-"}\n"
+++ /dev/null
-#ifdef GL_ES
-precision mediump float;
-#endif
-uniform sampler2D tex;
-varying vec4 col;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-void main()
-{
- vec4 t = texture2D(tex, tex_c.xy);
- gl_FragColor = vec4(t.r, t.g, t.b, t.a + tex_c2.x) * col;
-}
+++ /dev/null
-0x20205350, 0xffff0008, 0x00000048, 0x01020000, 0x00000007, 0x00000003,
-0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000001,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000015, 0x00000000,
-0x00000000, 0x02025400, 0x23782050, 0x00000000, 0x00000000, 0x0100e407,
-0x307820e4, 0x00000000, 0x00000000, 0x01000000, 0x20b821a4, 0x00000000,
-0x01000000, 0x01000000, 0x220822ff, 0x00000000, 0x00000000, 0x01020000,
-0x20c02100, 0x00000000, 0x02000000, 0x0101e400, 0x237a10e4, 0x00000000,
-0x00000000, 0x00000000, 0x1e000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
-0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x00000004, 0x00000003,
-0x00000009, 0x00000000, 0x00000008, 0x00000008, 0x00000005, 0x00000003,
-0x00000000, 0x00000000, 0x0000000e, 0x00000006, 0x00000003, 0x00000000,
-0x00000004, 0x00000000, 0x00000003, 0x0000000f, 0x00030005, 0x00000000,
-0x00786574, 0x006c6f63, 0x5f786574, 0x65740063, 0x32635f78, 0x00000000,
+++ /dev/null
-#ifdef GL_ES
-precision mediump float;
-#endif
-uniform sampler2D tex;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-void main()
-{
- vec4 t = texture2D(tex, tex_c.xy);
- gl_FragColor = vec4(t.r, t.g, t.b, t.a + tex_c2.x);
-}
+++ /dev/null
-0x20205350, 0xffff0008, 0x00000048, 0x01020000, 0x00000007, 0x00000003,
-0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000001,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000011, 0x00000000,
-0x00000000, 0x02025400, 0x23782150, 0x00000000, 0x00000000, 0x0101e407,
-0x307821e4, 0x00000000, 0x00000000, 0x01010000, 0x20b820a4, 0x00000000,
-0x01000000, 0x01010000, 0x220822ff, 0x00000000, 0x00000000, 0x01020000,
-0x20c02000, 0x00000000, 0x00000000, 0x01000000, 0x20fa10e4, 0x00000000,
-0x00000000, 0x00000000, 0x1e000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
-0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x00000004, 0x00000005,
-0x00000003, 0x00000000, 0x00000000, 0x0000000a, 0x00000006, 0x00000003,
-0x00000000, 0x00000004, 0x00000000, 0x00000003, 0x0000000f, 0x00030005,
-0x00000000, 0x00786574, 0x5f786574, 0x65740063, 0x32635f78, 0x00000000,
+++ /dev/null
-0x20205356, 0xffff0008, 0x00000048, 0x01020000, 0x00000007, 0x00000006,
-0x00000000, 0x00000000, 0x00000003, 0x00000003, 0x00000001, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000039, 0x00000000,
-0x00000000, 0x02020000, 0x237820e4, 0x00000000, 0x00e40100, 0x02035500,
-0x2ef820e4, 0x00000000, 0x00e40100, 0x0204aa00, 0x2ef820e4, 0x00000000,
-0x00e40100, 0x0205ff00, 0x2ef800e4, 0x00000000, 0x00000000, 0x00010000,
-0x20980154, 0x00000000, 0x00000000, 0x00020000, 0x20980254, 0x00000000,
-0x00000000, 0x00000000, 0x1e000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0000000c, 0x00000006,
-0x00000009, 0x00000000, 0x00000000, 0x00000013, 0x00000009, 0x00000003,
-0x00000000, 0x00000004, 0x0000001d, 0x0000000a, 0x00000003, 0x00000000,
-0x00000008, 0x00000000, 0x0000000b, 0x00000009, 0x00010004, 0x00000000,
-0x0000002c, 0x00000005, 0x00000003, 0x00010004, 0x00000004, 0x00000032,
-0x00000006, 0x00000003, 0x00010004, 0x00000008, 0x00000028, 0x00000003,
-0x0000000e, 0x00020001, 0x00000008, 0x505f6c67, 0x7469736f, 0x006e6f69,
-0x74726576, 0x74007865, 0x635f7865, 0x64726f6f, 0x78657400, 0x6f6f635f,
-0x00326472, 0x0070766d, 0x5f786574, 0x65740063, 0x32635f78, 0x00000000,
+++ /dev/null
-"#ifdef GL_ES\n"
-"precision mediump float;\n"
-"#endif\n"
-"attribute vec4 vertex;\n"
-"attribute vec4 color;\n"
-"attribute vec2 tex_coord;\n"
-"attribute vec2 tex_coord2;\n"
-"uniform mat4 mvp;\n"
-"varying vec4 col;\n"
-"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
-"void main()\n"
-"{\n"
-" gl_Position = mvp * vertex;\n"
-" col = color;\n"
-" tex_c = tex_coord;\n"
-" tex_c2 = tex_coord2;\n"
-"}\n"
+++ /dev/null
-#ifdef GL_ES
-precision mediump float;
-#endif
-attribute vec4 vertex;
-attribute vec4 color;
-attribute vec2 tex_coord;
-attribute vec2 tex_coord2;
-uniform mat4 mvp;
-varying vec4 col;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-void main()
-{
- gl_Position = mvp * vertex;
- col = color;
- tex_c = tex_coord;
- tex_c2 = tex_coord2;
-}
+++ /dev/null
-0x20205356, 0xffff0008, 0x00000048, 0x01020000, 0x00000008, 0x00000006,
-0x00000000, 0x00000000, 0x00000004, 0x00000004, 0x00000001, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000043, 0x00000000,
-0x00000000, 0x02020000, 0x237820e4, 0x00000000, 0x00e40100, 0x02035500,
-0x2ef820e4, 0x00000000, 0x00e40100, 0x0204aa00, 0x2ef820e4, 0x00000000,
-0x00e40100, 0x0205ff00, 0x2ef800e4, 0x00000000, 0x00000000, 0x00010000,
-0x20f801e4, 0x00000000, 0x00000000, 0x00020000, 0x20980254, 0x00000000,
-0x00000000, 0x00030000, 0x20980354, 0x00000000, 0x00000000, 0x00000000,
-0x1e000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
-0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x0000000c, 0x00000006, 0x00000009, 0x00000000,
-0x00000000, 0x00000013, 0x00000005, 0x00000009, 0x00000000, 0x00000004,
-0x00000019, 0x00000009, 0x00000003, 0x00000000, 0x00000008, 0x00000023,
-0x0000000a, 0x00000003, 0x00000000, 0x0000000c, 0x00000000, 0x0000000b,
-0x00000009, 0x00010004, 0x00000000, 0x00000032, 0x00000003, 0x00000009,
-0x00010004, 0x00000004, 0x00000036, 0x00000005, 0x00000003, 0x00010004,
-0x00000008, 0x0000003c, 0x00000006, 0x00000003, 0x00010004, 0x0000000c,
-0x0000002e, 0x00000003, 0x0000000e, 0x00020001, 0x00000008, 0x505f6c67,
-0x7469736f, 0x006e6f69, 0x74726576, 0x63007865, 0x726f6c6f, 0x78657400,
-0x6f6f635f, 0x74006472, 0x635f7865, 0x64726f6f, 0x766d0032, 0x6f630070,
-0x6574006c, 0x00635f78, 0x5f786574, 0x00003263,
\ No newline at end of file
+++ /dev/null
-"#ifdef GL_ES\n"
-"precision mediump float;\n"
-"#endif\n"
-"uniform sampler2D tex;\n"
-"varying vec4 col;\n"
-"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
-"void main()\n"
-"{\n"
-" vec4 t = texture2D(tex, tex_c.xy).bgra;\n"
-" gl_FragColor = vec4(t.r, t.g, t.b, t.a + tex_c2.x) * col;\n"
-"}\n"
+++ /dev/null
-#ifdef GL_ES
-precision mediump float;
-#endif
-uniform sampler2D tex;
-varying vec4 col;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-void main()
-{
- vec4 t = texture2D(tex, tex_c.xy).bgra;
- gl_FragColor = vec4(t.r, t.g, t.b, t.a + tex_c2.x) * col;
-}
+++ /dev/null
-0x20205350, 0xffff0008, 0x00000048, 0x01020000, 0x00000007, 0x00000003,
-0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000001,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000015, 0x00000000,
-0x00000000, 0x02025400, 0x23782050, 0x00000000, 0x00000000, 0x0100e407,
-0x307820e4, 0x00000000, 0x00000000, 0x01000000, 0x20b82106, 0x00000000,
-0x01000000, 0x01000000, 0x220822ff, 0x00000000, 0x00000000, 0x01020000,
-0x20c02100, 0x00000000, 0x02000000, 0x0101e400, 0x237a10e4, 0x00000000,
-0x00000000, 0x00000000, 0x1e000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
-0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x00000004, 0x00000003,
-0x00000009, 0x00000000, 0x00000008, 0x00000008, 0x00000005, 0x00000003,
-0x00000000, 0x00000000, 0x0000000e, 0x00000006, 0x00000003, 0x00000000,
-0x00000004, 0x00000000, 0x00000003, 0x0000000f, 0x00030005, 0x00000000,
-0x00786574, 0x006c6f63, 0x5f786574, 0x65740063, 0x32635f78, 0x00000000,
+++ /dev/null
-"#ifdef GL_ES\n"
-"precision mediump float;\n"
-"#endif\n"
-"uniform sampler2D tex;\n"
-"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
-"void main()\n"
-"{\n"
-" vec4 t = texture2D(tex, tex_c.xy).bgra;\n"
-" gl_FragColor = vec4(t.r, t.g, t.b, t.a + tex_c2.x);\n"
-"}\n"
+++ /dev/null
-#ifdef GL_ES
-precision mediump float;
-#endif
-uniform sampler2D tex;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-void main()
-{
- vec4 t = texture2D(tex, tex_c.xy).bgra;
- gl_FragColor = vec4(t.r, t.g, t.b, t.a + tex_c2.x);
-}
+++ /dev/null
-0x20205350, 0xffff0008, 0x00000048, 0x01020000, 0x00000007, 0x00000003,
-0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000001,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000011, 0x00000000,
-0x00000000, 0x02025400, 0x23782150, 0x00000000, 0x00000000, 0x0101e407,
-0x307821e4, 0x00000000, 0x00000000, 0x01010000, 0x20b82006, 0x00000000,
-0x01000000, 0x01010000, 0x220822ff, 0x00000000, 0x00000000, 0x01020000,
-0x20c02000, 0x00000000, 0x00000000, 0x01000000, 0x20fa10e4, 0x00000000,
-0x00000000, 0x00000000, 0x1e000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
-0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x00000004, 0x00000005,
-0x00000003, 0x00000000, 0x00000000, 0x0000000a, 0x00000006, 0x00000003,
-0x00000000, 0x00000004, 0x00000000, 0x00000003, 0x0000000f, 0x00030005,
-0x00000000, 0x00786574, 0x5f786574, 0x65740063, 0x32635f78, 0x00000000,
+++ /dev/null
-0x20205356, 0xffff0008, 0x00000048, 0x01020000, 0x00000007, 0x00000006,
-0x00000000, 0x00000000, 0x00000003, 0x00000003, 0x00000001, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000039, 0x00000000,
-0x00000000, 0x02020000, 0x237820e4, 0x00000000, 0x00e40100, 0x02035500,
-0x2ef820e4, 0x00000000, 0x00e40100, 0x0204aa00, 0x2ef820e4, 0x00000000,
-0x00e40100, 0x0205ff00, 0x2ef800e4, 0x00000000, 0x00000000, 0x00010000,
-0x20980154, 0x00000000, 0x00000000, 0x00020000, 0x20980254, 0x00000000,
-0x00000000, 0x00000000, 0x1e000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0000000c, 0x00000006,
-0x00000009, 0x00000000, 0x00000000, 0x00000013, 0x00000009, 0x00000003,
-0x00000000, 0x00000004, 0x0000001d, 0x0000000a, 0x00000003, 0x00000000,
-0x00000008, 0x00000000, 0x0000000b, 0x00000009, 0x00010004, 0x00000000,
-0x0000002c, 0x00000005, 0x00000003, 0x00010004, 0x00000004, 0x00000032,
-0x00000006, 0x00000003, 0x00010004, 0x00000008, 0x00000028, 0x00000003,
-0x0000000e, 0x00020001, 0x00000008, 0x505f6c67, 0x7469736f, 0x006e6f69,
-0x74726576, 0x74007865, 0x635f7865, 0x64726f6f, 0x78657400, 0x6f6f635f,
-0x00326472, 0x0070766d, 0x5f786574, 0x65740063, 0x32635f78, 0x00000000,
+++ /dev/null
-"#ifdef GL_ES\n"
-"precision mediump float;\n"
-"#endif\n"
-"attribute vec4 vertex;\n"
-"attribute vec4 color;\n"
-"attribute vec2 tex_coord;\n"
-"attribute vec2 tex_coord2;\n"
-"uniform mat4 mvp;\n"
-"varying vec4 col;\n"
-"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
-"void main()\n"
-"{\n"
-" gl_Position = mvp * vertex;\n"
-" col = color;\n"
-" tex_c = tex_coord;\n"
-" tex_c2 = tex_coord2;\n"
-"}\n"
+++ /dev/null
-#ifdef GL_ES
-precision mediump float;
-#endif
-attribute vec4 vertex;
-attribute vec4 color;
-attribute vec2 tex_coord;
-attribute vec2 tex_coord2;
-uniform mat4 mvp;
-varying vec4 col;
-varying vec2 tex_c;
-varying vec2 tex_c2;
-void main()
-{
- gl_Position = mvp * vertex;
- col = color;
- tex_c = tex_coord;
- tex_c2 = tex_coord2;
-}
"#endif\n"
"uniform sampler2D tex;\n"
"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
"void main()\n"
"{\n"
-" vec4 t = texture2D(tex, tex_c.xy);\n"
-" gl_FragColor = vec4(t.r, t.g, t.b, t.a + tex_c2.x);\n"
+" gl_FragColor = texture2D(tex, tex_c.xy);\n"
"}\n"
--- /dev/null
+#ifdef GL_ES
+precision mediump float;
+#endif
+uniform sampler2D tex;
+varying vec2 tex_c;
+void main()
+{
+ gl_FragColor = texture2D(tex, tex_c.xy);
+}
--- /dev/null
+0x20205350, 0xffff0008, 0x00000048, 0x01020000, 0x00000003, 0x00000003,
+0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000001,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0000000a, 0x00000000,
+0x00000000, 0x02025400, 0x23782050, 0x00000000, 0x00000000, 0x0100e407,
+0x307a10e4, 0x00000000, 0x00000000, 0x00000000, 0x1e000000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000,
+0x3f800000, 0x3f800000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000,
+0x00000004, 0x00000005, 0x00000003, 0x00000000, 0x00000000, 0x00000000,
+0x00000003, 0x0000000f, 0x00030005, 0x00000000, 0x00786574, 0x5f786574,
+0x00000063,
\ No newline at end of file
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
-"attribute vec2 tex_coord2;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
-"varying vec2 tex_c2;\n"
"void main()\n"
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
-" tex_c2 = tex_coord2;\n"
"}\n"
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-attribute vec2 tex_coord2;
uniform mat4 mvp;
varying vec2 tex_c;
-varying vec2 tex_c2;
void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_c2 = tex_coord2;
}
--- /dev/null
+0x20205356, 0xffff0008, 0x00000048, 0x01020000, 0x00000006, 0x00000006,
+0x00000000, 0x00000000, 0x00000002, 0x00000002, 0x00000001, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000027, 0x00000000,
+0x00000000, 0x02020000, 0x237820e4, 0x00000000, 0x00e40100, 0x02035500,
+0x2ef820e4, 0x00000000, 0x00e40100, 0x0204aa00, 0x2ef820e4, 0x00000000,
+0x00e40100, 0x0205ff00, 0x2ef800e4, 0x00000000, 0x00000000, 0x00010000,
+0x20980154, 0x00000000, 0x00000000, 0x00000000, 0x1e000000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000,
+0x3f800000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
+0x0000000c, 0x00000006, 0x00000009, 0x00000000, 0x00000000, 0x00000013,
+0x00000009, 0x00000003, 0x00000000, 0x00000004, 0x00000000, 0x0000000b,
+0x00000009, 0x00010004, 0x00000000, 0x00000021, 0x00000005, 0x00000003,
+0x00010004, 0x00000004, 0x0000001d, 0x00000003, 0x0000000e, 0x00020001,
+0x00000008, 0x505f6c67, 0x7469736f, 0x006e6f69, 0x74726576, 0x74007865,
+0x635f7865, 0x64726f6f, 0x70766d00, 0x78657400, 0x0000635f,
"varying vec2 tex_c3;\n"
"void main()\n"
"{\n"
-" mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
-" 0.00000, -0.34410, 1.77200, 0.00000,\n"
-" 1.40200, -0.71410, 0.00000, 0.00000,\n"
-" -0.77380, 0.45630, -0.95880, 1.00000);\n"
+" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
+" 0.00000, -0.34410, 1.77200, 0.00000,\n"
+" 1.40200, -0.71410, 0.00000, 0.00000,\n"
+" -0.77380, 0.45630, -0.95880, 1.00000);\n"
" vec4 yuv = vec4(texture2D(tex, tex_c.xy).r,\n"
" texture2D(texu, tex_c2.xy).r,\n"
" texture2D(texv, tex_c3.xy).r, 1.0);\n"
varying vec2 tex_c3;
void main()
{
- mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
- 0.00000, -0.34410, 1.77200, 0.00000,
- 1.40200, -0.71410, 0.00000, 0.00000,
- -0.77380, 0.45630, -0.95880, 1.00000);
+ const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
+ 0.00000, -0.34410, 1.77200, 0.00000,
+ 1.40200, -0.71410, 0.00000, 0.00000,
+ -0.77380, 0.45630, -0.95880, 1.00000);
vec4 yuv = vec4(texture2D(tex, tex_c.xy).r,
texture2D(texu, tex_c2.xy).r,
texture2D(texv, tex_c3.xy).r, 1.0);
--- /dev/null
+"#ifdef GL_ES\n"
+"precision mediump float;\n"
+"#endif\n"
+"uniform sampler2D tex, texu, texv;\n"
+"varying vec2 tex_c;\n"
+"varying vec2 tex_c2;\n"
+"varying vec2 tex_c3;\n"
+"void main()\n"
+"{\n"
+" const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,\n"
+" 0.00000, -0.34410, 1.77200, 0.00000,\n"
+" 1.40200, -0.71410, 0.00000, 0.00000,\n"
+" -0.77380, 0.45630, -0.95880, 1.00000);\n"
+" vec4 yuv = vec4(texture2D(tex, tex_c.xy).r,\n"
+" texture2D(texu, tex_c2.xy).r,\n"
+" texture2D(texv, tex_c3.xy).r, 1.0);\n"
+" gl_FragColor = (yuv2rgb * yuv);\n"
+"}\n"
--- /dev/null
+#ifdef GL_ES
+precision mediump float;
+#endif
+uniform sampler2D tex, texu, texv;
+varying vec2 tex_c;
+varying vec2 tex_c2;
+varying vec2 tex_c3;
+void main()
+{
+ const mat4 yuv2rgb = mat4( 1.16400, 1.16400, 1.16400, 0.00000,
+ 0.00000, -0.34410, 1.77200, 0.00000,
+ 1.40200, -0.71410, 0.00000, 0.00000,
+ -0.77380, 0.45630, -0.95880, 1.00000);
+ vec4 yuv = vec4(texture2D(tex, tex_c.xy).r,
+ texture2D(texu, tex_c2.xy).r,
+ texture2D(texv, tex_c3.xy).r, 1.0);
+ gl_FragColor = (yuv2rgb * yuv);
+}
--- /dev/null
+0x20205350, 0xffff0008, 0x00000048, 0x01020000, 0x0000000c, 0x00000007,
+0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000003,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000022, 0x00000000,
+0x00000000, 0x02025400, 0x23782050, 0x00000000, 0x00000000, 0x0100e407,
+0x307820e4, 0x00000000, 0x01000000, 0x02025400, 0x23782150, 0x00000000,
+0x01000000, 0x0101e407, 0x307821e4, 0x00000000, 0x02000000, 0x02025400,
+0x23782250, 0x00000000, 0x02000000, 0x0102e407, 0x307822e4, 0x00000000,
+0x00000000, 0x02030001, 0x237823e4, 0x00000000, 0x01e40103, 0x02040001,
+0x2ef823e4, 0x00000000, 0x02e40103, 0x02050001, 0x2ef823e4, 0x00000000,
+0x00000000, 0x02060000, 0x20f824e4, 0x00000000, 0x02e40103, 0x01040002,
+0x2efa10e4, 0x00000000, 0x00000000, 0x00000000, 0x1e000000, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000,
+0x3f800000, 0x3f800000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000,
+0x3f94fdf4, 0x3f94fdf4, 0x3f94fdf4, 0x00000000, 0x00000000, 0xbeb02de0,
+0x3fe2d0e5, 0x00000000, 0x3fb374bc, 0xbf36cf42, 0x00000000, 0x00000000,
+0xbf4617c2, 0x3ee9a027, 0xbf7573eb, 0x3f800000, 0x0000000e, 0x00000005,
+0x00000003, 0x00000000, 0x00000000, 0x00000014, 0x00000006, 0x00000003,
+0x00000000, 0x00000004, 0x0000001b, 0x00000006, 0x00000003, 0x00000000,
+0x00000008, 0x00000000, 0x00000003, 0x0000000f, 0x00030005, 0x00000000,
+0x00000004, 0x00000004, 0x0000000f, 0x00030005, 0x00000004, 0x00000009,
+0x00000004, 0x0000000f, 0x00030005, 0x00000008, 0x00786574, 0x75786574,
+0x78657400, 0x65740076, 0x00635f78, 0x5f786574, 0x74003263, 0x635f7865,
+0x00000033,
\ No newline at end of file
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
"attribute vec2 tex_coord2;\n"
+"attribute vec2 tex_coord3;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_c2;\n"
+"varying vec2 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"
attribute vec4 vertex;
attribute vec2 tex_coord;
attribute vec2 tex_coord2;
+attribute vec2 tex_coord3;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_c2;
+varying vec2 tex_c3;
void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
tex_c2 = tex_coord2;
+ tex_c3 = tex_coord3;
}
0x20205356, 0xffff0008, 0x00000048, 0x01020000, 0x00000008, 0x00000006,
0x00000000, 0x00000000, 0x00000004, 0x00000004, 0x00000001, 0x00000000,
-0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000043, 0x00000000,
+0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x0000004b, 0x00000000,
0x00000000, 0x02020000, 0x237820e4, 0x00000000, 0x00e40100, 0x02035500,
0x2ef820e4, 0x00000000, 0x00e40100, 0x0204aa00, 0x2ef820e4, 0x00000000,
0x00e40100, 0x0205ff00, 0x2ef800e4, 0x00000000, 0x00000000, 0x00010000,
-0x20f801e4, 0x00000000, 0x00000000, 0x00020000, 0x20980254, 0x00000000,
+0x20980154, 0x00000000, 0x00000000, 0x00020000, 0x20980254, 0x00000000,
0x00000000, 0x00030000, 0x20980354, 0x00000000, 0x00000000, 0x00000000,
0x1e000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
0x00000000, 0x00000000, 0x0000000c, 0x00000006, 0x00000009, 0x00000000,
-0x00000000, 0x00000013, 0x00000005, 0x00000009, 0x00000000, 0x00000004,
-0x00000019, 0x00000009, 0x00000003, 0x00000000, 0x00000008, 0x00000023,
+0x00000000, 0x00000013, 0x00000009, 0x00000003, 0x00000000, 0x00000004,
+0x0000001d, 0x0000000a, 0x00000003, 0x00000000, 0x00000008, 0x00000028,
0x0000000a, 0x00000003, 0x00000000, 0x0000000c, 0x00000000, 0x0000000b,
-0x00000009, 0x00010004, 0x00000000, 0x00000032, 0x00000003, 0x00000009,
-0x00010004, 0x00000004, 0x00000036, 0x00000005, 0x00000003, 0x00010004,
-0x00000008, 0x0000003c, 0x00000006, 0x00000003, 0x00010004, 0x0000000c,
-0x0000002e, 0x00000003, 0x0000000e, 0x00020001, 0x00000008, 0x505f6c67,
-0x7469736f, 0x006e6f69, 0x74726576, 0x63007865, 0x726f6c6f, 0x78657400,
-0x6f6f635f, 0x74006472, 0x635f7865, 0x64726f6f, 0x766d0032, 0x6f630070,
-0x6574006c, 0x00635f78, 0x5f786574, 0x00003263,
\ No newline at end of file
+0x00000009, 0x00010004, 0x00000000, 0x00000037, 0x00000005, 0x00000003,
+0x00010004, 0x00000004, 0x0000003d, 0x00000006, 0x00000003, 0x00010004,
+0x00000008, 0x00000044, 0x00000006, 0x00000003, 0x00010004, 0x0000000c,
+0x00000033, 0x00000003, 0x0000000e, 0x00020001, 0x00000008, 0x505f6c67,
+0x7469736f, 0x006e6f69, 0x74726576, 0x74007865, 0x635f7865, 0x64726f6f,
+0x78657400, 0x6f6f635f, 0x00326472, 0x5f786574, 0x726f6f63, 0x6d003364,
+0x74007076, 0x635f7865, 0x78657400, 0x0032635f, 0x5f786574, 0x00003363,