d913363394
This patch adds the tooling for incorporating files as C data, so that files can be built into the binaries. The tool is in Python to avoid adding extra dependencies like xxd. xxd.py is copied from Mesa as-is, from commit b729cd58d76f97f3fc04a67569535ee5ef2f5278 (master branch on 2021-01-26), a.k.a 21.0-branchpoint-635-gb729cd58d76. Moving the GLSL vertex shader into a separate file is not that interesting, the purpose of this commit is to provide a simple demonstration of the tooling. The real benefits come in a following patch where the fragment shaders are re-written and externalized. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
38 lines
1.4 KiB
GLSL
38 lines
1.4 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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uniform mat4 proj;
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attribute vec2 position;
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attribute vec2 texcoord;
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varying 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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v_texcoord = texcoord;
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}
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