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#ifndef _FX_SHADERS_H
#define _FX_SHADERS_H
#include <GLES2/gl2.h>
#include <stdbool.h>
struct fx_renderer;
GLuint compile_shader(GLuint type, const GLchar *src);
GLuint link_program(const GLchar *frag_src);
bool check_gl_ext(const char *exts, const char *ext);
void load_gl_proc(void *proc_ptr, const char *name);
enum fx_tex_shader_source {
SHADER_SOURCE_TEXTURE_RGBA = 1,
SHADER_SOURCE_TEXTURE_RGBX = 2,
SHADER_SOURCE_TEXTURE_EXTERNAL = 3,
};
enum fx_rounded_quad_shader_source {
SHADER_SOURCE_QUAD_ROUND = 1,
SHADER_SOURCE_QUAD_ROUND_TOP_LEFT = 2,
SHADER_SOURCE_QUAD_ROUND_TOP_RIGHT = 3,
SHADER_SOURCE_QUAD_ROUND_BOTTOM_RIGHT = 4,
SHADER_SOURCE_QUAD_ROUND_BOTTOM_LEFT = 5,
};
struct quad_shader {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
};
bool link_quad_program(struct quad_shader *shader);
struct quad_round_shader {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
GLint size;
GLint position;
GLint radius;
};
bool link_quad_round_program(struct quad_round_shader *shader, enum fx_rounded_quad_shader_source source);
struct tex_shader {
GLuint program;
GLint proj;
GLint tex_proj;
GLint tex;
GLint alpha;
GLint pos_attrib;
GLint half_size;
GLint position;
GLint radius;
GLint has_titlebar;
GLint discard_transparent;
GLint dim;
GLint dim_color;
};
bool link_tex_program(struct tex_shader *shader, enum fx_tex_shader_source source);
struct rounded_border_corner_shader {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
GLint is_top_left;
GLint is_top_right;
GLint is_bottom_left;
GLint is_bottom_right;
GLint position;
GLint radius;
GLint half_size;
GLint half_thickness;
};
bool link_rounded_border_corner_program(struct rounded_border_corner_shader *shader);
struct box_shadow_shader {
GLuint program;
GLint proj;
GLint color;
GLint pos_attrib;
GLint position;
GLint size;
GLint blur_sigma;
GLint corner_radius;
};
bool link_box_shadow_program(struct box_shadow_shader *shader);
struct blur_shader {
GLuint program;
GLint proj;
GLint tex_proj;
GLint tex;
GLint pos_attrib;
GLint radius;
GLint halfpixel;
};
bool link_blur1_program(struct blur_shader *shader);
bool link_blur2_program(struct blur_shader *shader);
struct blur_effects_shader {
GLuint program;
GLint proj;
GLint tex_proj;
GLint tex;
GLint pos_attrib;
GLfloat noise;
GLfloat brightness;
GLfloat contrast;
GLfloat saturation;
};
bool link_blur_effects_program(struct blur_effects_shader *shader);
#endif
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