gtk/gsk/gl/resources/external.glsl

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// VERTEX_SHADER:
// external.glsl
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
// external.glsl
#if defined(GSK_GLES) || defined(GSK_GLES3)
uniform samplerExternalOES u_external_source;
#else
/* Just to make this compile, we won't use it without GLES */
uniform sampler2D u_external_source;
#endif
uniform int u_premultiply;
void main() {
/* Open-code this here, since GskTexture() expects a sampler2D */
#if defined(GSK_GLES) || defined(GSK_LEGACY)
vec4 color = texture2D(u_external_source, vUv);
#else
vec4 color = texture(u_external_source, vUv);
#endif
if (u_premultiply == 1)
color.rgb *= color.a;
gskSetOutputColor(color);
}