bcd04e0fad
Let the graphics hardware handle the transformation from surface position to texture coordinates. Paint nodes now have a single vertex position attribute from which texture coordinates are derived. A new vertex shader variant handles the transformation. Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
60 lines
2.0 KiB
GLSL
60 lines
2.0 KiB
GLSL
/*
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* Copyright 2012 Intel Corporation
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* Copyright 2015,2019 Collabora, Ltd.
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* Copyright 2016 NVIDIA Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial
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* portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/* enum gl_shader_texcoord_input */
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#define SHADER_TEXCOORD_INPUT_ATTRIB 0
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#define SHADER_TEXCOORD_INPUT_SURFACE 1
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/* Always use high-precision for vertex calculations */
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precision highp float;
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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#define FRAG_PRECISION highp
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#else
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#define FRAG_PRECISION mediump
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#endif
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uniform mat4 proj;
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uniform mat4 surface_to_buffer;
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attribute vec2 position;
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attribute vec2 texcoord;
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/* Match the varying precision to the fragment shader */
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varying FRAG_PRECISION vec2 v_texcoord;
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void main()
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{
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gl_Position = proj * vec4(position, 0.0, 1.0);
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#if DEF_TEXCOORD_INPUT == SHADER_TEXCOORD_INPUT_ATTRIB
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v_texcoord = texcoord;
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#elif DEF_TEXCOORD_INPUT == SHADER_TEXCOORD_INPUT_SURFACE
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v_texcoord = vec2(surface_to_buffer * vec4(position, 0.0, 1.0));
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#endif
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}
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