/* Looking Glass - KVM FrameRelay (KVMFR) Client Copyright (C) 2017 Geoffrey McRae https://looking-glass.hostfission.com This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef _EGL_SHADER_PROGS_H #define _EGL_SHADER_PROGS_H static const char egl_vertex_shader_desktop[] = "\ #version 300 es\n\ \ layout(location = 0) in vec3 vertexPosition_modelspace;\ layout(location = 1) in vec2 vertexUV;\ \ uniform vec4 position;\ \ out highp vec2 uv;\ \ void main()\ {\ gl_Position.xyz = vertexPosition_modelspace; \ gl_Position.w = 1.0; \ gl_Position.x -= position.x; \ gl_Position.y -= position.y; \ gl_Position.x *= position.z; \ gl_Position.y *= position.w; \ \ uv = vertexUV;\ }\ "; static const char egl_vertex_shader_mouse[] = "\ #version 300 es\n\ \ layout(location = 0) in vec3 vertexPosition_modelspace;\ layout(location = 1) in vec2 vertexUV;\ \ uniform vec4 mouse;\ \ out highp vec2 uv;\ \ void main()\ {\ gl_Position.xyz = vertexPosition_modelspace;\ gl_Position.w = 1.0;\ \ gl_Position.x += 1.0f;\ gl_Position.y -= 1.0f;\ \ gl_Position.x *= mouse.z;\ gl_Position.y *= mouse.w;\ \ gl_Position.x += mouse.x;\ gl_Position.y -= mouse.y;\ \ uv = vertexUV;\ }\ "; static const char egl_fragment_shader_mouse_mono[] = "\ #version 300 es\n\ \ in highp vec2 uv;\ out highp vec4 color;\ \ uniform sampler2D sampler1;\ \ void main()\ {\ highp vec4 tmp = texture(sampler1, uv);\ if (tmp.rgb == vec3(0.0, 0.0, 0.0))\ discard;\ color = tmp;\ }\ "; static const char egl_fragment_shader_rgba[] = "\ #version 300 es\n\ \ in highp vec2 uv;\ out highp vec4 color;\ \ uniform sampler2D sampler1;\ \ void main()\ {\ color = texture(sampler1, uv);\ }\ "; static const char egl_fragment_shader_bgra[] = "\ #version 300 es\n\ \ in highp vec2 uv;\ out highp vec4 color;\ \ uniform sampler2D sampler1;\ \ void main()\ {\ highp vec4 tmp = texture(sampler1, uv);\ color.r = tmp.b;\ color.g = tmp.g;\ color.b = tmp.r;\ color.a = tmp.a;\ }\ "; static const char egl_fragment_shader_yuv[] = "\ #version 300 es\n\ \ in highp vec2 uv;\ out highp vec4 color;\ \ uniform sampler2D sampler1;\ uniform sampler2D sampler2;\ uniform sampler2D sampler3;\ \ void main()\ {\ highp vec4 yuv = vec4(\ texture(sampler1, uv).r,\ texture(sampler2, uv).r,\ texture(sampler3, uv).r,\ 1.0\ );\ \ highp mat4 yuv_to_rgb = mat4(\ 1.0, 0.0 , 1.402, -0.701,\ 1.0, -0.344, -0.714, 0.529,\ 1.0, 1.772, 0.0 , -0.886,\ 1.0, 1.0 , 1.0 , 1.0\ );\ \ color = yuv * yuv_to_rgb;\ }\ "; static const char egl_vertex_shader_fps[] = "\ #version 300 es\n\ \ layout(location = 0) in vec3 vertexPosition_modelspace;\ layout(location = 1) in vec2 vertexUV;\ \ uniform vec2 screen;\ uniform vec2 size;\ \ out highp vec2 uv;\ \ void main()\ {\ highp vec2 pix = (vec2(1.0, 1.0) / screen); \ gl_Position.xyz = vertexPosition_modelspace; \ gl_Position.w = 1.0; \ gl_Position.x *= pix.x * size.x; \ gl_Position.y *= pix.y * size.y; \ gl_Position.x -= 1.0 - (pix.x * size.x);\ gl_Position.y += 1.0 - (pix.y * size.y);\ gl_Position.x += pix.x * 10.0; \ gl_Position.y -= pix.y * 10.0; \ \ uv = vertexUV;\ }\ "; static const char egl_fragment_shader_fps[] = "\ #version 300 es\n\ \ in highp vec2 uv;\ out highp vec4 color;\ \ uniform sampler2D sampler1;\ \ void main()\ {\ highp vec4 tmp = texture(sampler1, uv);\ if (tmp.a == 0.0) \ { \ color.r = 0.0;\ color.g = 0.0;\ color.b = 1.0;\ color.a = 0.5;\ } \ else \ { \ color.r = tmp.b;\ color.g = tmp.g;\ color.b = tmp.r;\ color.a = tmp.a;\ } \ }\ "; #endif