/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2010 Intel Corporation. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * * Authors: * Robert Bragg */ #ifndef __COGL_SHADER_BOILERPLATE_H #define __COGL_SHADER_BOILERPLATE_H #define _COGL_COMMON_SHADER_BOILERPLATE \ "#define COGL_VERSION 100\n" \ "\n" \ "uniform mat4 cogl_modelview_matrix;\n" \ "uniform mat4 cogl_modelview_projection_matrix;\n" \ "uniform mat4 cogl_projection_matrix;\n" /* This declares all of the variables that we might need. This is * working on the assumption that the compiler will optimise them out * if they are not actually used. The GLSL spec at least implies that * this will happen for varyings but it doesn't explicitly so for * attributes */ #define _COGL_VERTEX_SHADER_BOILERPLATE \ _COGL_COMMON_SHADER_BOILERPLATE \ "#define cogl_color_out _cogl_color\n" \ "varying vec4 _cogl_color;\n" \ "#define cogl_tex_coord_out _cogl_tex_coord\n" \ "#define cogl_position_out gl_Position\n" \ "#define cogl_point_size_out gl_PointSize\n" \ "\n" \ "attribute vec4 cogl_color_in;\n" \ "attribute vec4 cogl_position_in;\n" \ "#define cogl_tex_coord_in cogl_tex_coord0_in;\n" \ "attribute vec3 cogl_normal_in;\n" #define _COGL_FRAGMENT_SHADER_BOILERPLATE \ "#ifdef GL_ES\n" \ "precision highp float;\n" \ "#endif\n" \ _COGL_COMMON_SHADER_BOILERPLATE \ "\n" \ "varying vec4 _cogl_color;\n" \ "\n" \ "#define cogl_color_in _cogl_color\n" \ "#define cogl_tex_coord_in _cogl_tex_coord\n" \ "\n" \ "#define cogl_color_out gl_FragColor\n" \ "#define cogl_depth_out gl_FragDepth\n" \ "\n" \ "#define cogl_front_facing gl_FrontFacing\n" \ "\n" \ "#define cogl_point_coord gl_PointCoord\n" #if 0 /* GLSL 1.2 has a bottom left origin, though later versions * allow use of an origin_upper_left keyword which would be * more appropriate for Cogl. */ "#define coglFragCoord gl_FragCoord\n" #endif #endif /* __COGL_SHADER_BOILERPLATE_H */