looking-glass/client/renderers/egl/progs.h
2018-12-12 20:04:43 +11:00

104 lines
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2.3 KiB
C

/*
Looking Glass - KVM FrameRelay (KVMFR) Client
Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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_PROGS_H
#define _EGL_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_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()\
{\
color = texture(sampler1, uv);\
}\
";
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;\
}\
";
#endif