mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-26 07:17:23 +00:00
[client] egl: moved fps code into seperate unit
This commit is contained in:
parent
2a65e39848
commit
608b67af77
@ -64,6 +64,7 @@ set(SOURCES
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renderers/egl/texture.c
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renderers/egl/texture.c
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renderers/egl/model.c
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renderers/egl/model.c
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renderers/egl/cursor.c
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renderers/egl/cursor.c
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renderers/egl/fps.c
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fonts/sdl.c
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fonts/sdl.c
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)
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)
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@ -30,6 +30,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "egl/shader.h"
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#include "egl/shader.h"
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#include "egl/progs.h"
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#include "egl/progs.h"
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#include "egl/cursor.h"
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#include "egl/cursor.h"
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#include "egl/fps.h"
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struct Options
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struct Options
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{
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{
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@ -44,7 +45,6 @@ static struct Options defaultOptions =
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struct Models
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struct Models
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{
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{
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struct EGL_Model * desktop;
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struct EGL_Model * desktop;
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struct EGL_Model * fps;
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};
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};
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struct Shaders
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struct Shaders
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@ -52,13 +52,11 @@ struct Shaders
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struct EGL_Shader * rgba;
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struct EGL_Shader * rgba;
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struct EGL_Shader * bgra;
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struct EGL_Shader * bgra;
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struct EGL_Shader * yuv;
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struct EGL_Shader * yuv;
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struct EGL_Shader * fps;
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};
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};
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struct Textures
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struct Textures
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{
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{
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struct EGL_Texture * desktop;
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struct EGL_Texture * desktop;
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struct EGL_Texture * fps;
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};
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};
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struct Inst
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struct Inst
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@ -74,6 +72,7 @@ struct Inst
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EGLContext context;
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EGLContext context;
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EGL_Cursor * cursor; // the mouse cursor
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EGL_Cursor * cursor; // the mouse cursor
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EGL_FPS * fps; // the fps display
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struct Models models;
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struct Models models;
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struct Shaders shaders;
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struct Shaders shaders;
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@ -99,10 +98,6 @@ struct Inst
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const LG_Font * font;
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const LG_Font * font;
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LG_FontObj fontObj;
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LG_FontObj fontObj;
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bool fpsReady;
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float fpsWidth, fpsHeight;
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GLint uFPSScreen, uFPSSize;
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};
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};
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@ -163,15 +158,13 @@ void egl_deinitialize(void * opaque)
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this->font->destroy(this->fontObj);
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this->font->destroy(this->fontObj);
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egl_cursor_free(&this->cursor);
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egl_cursor_free(&this->cursor);
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egl_fps_free (&this->fps );
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egl_model_free (&this->models .desktop );
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egl_model_free (&this->models .desktop );
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egl_model_free (&this->models .fps );
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egl_shader_free (&this->shaders .rgba );
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egl_shader_free (&this->shaders .rgba );
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egl_shader_free (&this->shaders .bgra );
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egl_shader_free (&this->shaders .bgra );
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egl_shader_free (&this->shaders .yuv );
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egl_shader_free (&this->shaders .yuv );
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egl_shader_free (&this->shaders .fps );
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egl_texture_free(&this->textures.desktop );
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egl_texture_free(&this->textures.desktop );
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egl_texture_free(&this->textures.fps );
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free(this);
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free(this);
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}
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}
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@ -388,9 +381,6 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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if (!egl_shader_init(&this->shaders.yuv))
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if (!egl_shader_init(&this->shaders.yuv))
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return false;
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return false;
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if (!egl_shader_init(&this->shaders.fps))
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return false;
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if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
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if (!egl_shader_compile(this->shaders.rgba, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_rgba, sizeof(egl_fragment_shader_rgba)))
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return false;
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return false;
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@ -400,33 +390,16 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_yuv, sizeof(egl_fragment_shader_yuv)))
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if (!egl_shader_compile(this->shaders.yuv, egl_vertex_shader_desktop, sizeof(egl_vertex_shader_desktop), egl_fragment_shader_yuv, sizeof(egl_fragment_shader_yuv)))
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return false;
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return false;
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if (!egl_shader_compile(this->shaders.fps, egl_vertex_shader_fps, sizeof(egl_vertex_shader_fps), egl_fragment_shader_fps, sizeof(egl_fragment_shader_fps)))
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return false;
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this->uFPSSize = egl_shader_get_uniform_location(this->shaders.fps , "size" );
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this->uFPSScreen = egl_shader_get_uniform_location(this->shaders.fps , "screen" );
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if (!egl_texture_init(&this->textures.desktop))
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if (!egl_texture_init(&this->textures.desktop))
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return false;
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return false;
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if (!egl_texture_init(&this->textures.fps))
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return false;
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if (!egl_model_init(&this->models.desktop))
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if (!egl_model_init(&this->models.desktop))
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return false;
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return false;
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if (!egl_model_init(&this->models.fps))
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return false;
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egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_verticies(this->models.desktop, square , sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.desktop, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.desktop, this->textures.desktop);
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egl_model_set_texture (this->models.desktop, this->textures.desktop);
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egl_model_set_verticies(this->models.fps, square, sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs (this->models.fps, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture (this->models.fps, this->textures.fps);
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eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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eglSwapInterval(this->display, this->opt.vsync ? 1 : 0);
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if (!egl_cursor_init(&this->cursor))
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if (!egl_cursor_init(&this->cursor))
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@ -435,6 +408,12 @@ bool egl_render_startup(void * opaque, SDL_Window * window)
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return false;
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return false;
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}
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}
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if (!egl_fps_init(&this->fps, this->font, this->fontObj))
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{
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DEBUG_ERROR("Failed to initialize the FPS display");
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return false;
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}
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return true;
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return true;
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}
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}
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@ -453,17 +432,7 @@ bool egl_render(void * opaque, SDL_Window * window)
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}
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}
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egl_cursor_render(this->cursor);
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egl_cursor_render(this->cursor);
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egl_fps_render(this->fps, this->width, this->height);
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if (this->fpsReady)
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{
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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egl_shader_use(this->shaders.fps);
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glUniform2f(this->uFPSScreen, this->width , this->height );
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glUniform2f(this->uFPSSize , this->fpsWidth, this->fpsHeight);
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egl_model_render(this->models.fps);
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glDisable(GL_BLEND);
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}
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eglSwapBuffers(this->display, this->surface);
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eglSwapBuffers(this->display, this->surface);
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@ -501,36 +470,7 @@ void egl_update_fps(void * opaque, const float avgFPS, const float renderFPS)
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if (!this->params.showFPS)
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if (!this->params.showFPS)
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return;
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return;
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char str[128];
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egl_fps_update(this->fps, avgFPS, renderFPS);
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snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
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LG_FontBitmap * bmp = this->font->render(this->fontObj, 0xffffff00, str);
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if (!bmp)
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{
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DEBUG_ERROR("Failed to render FPS text");
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return;
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}
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egl_texture_setup(
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this->textures.fps,
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EGL_PF_BGRA,
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bmp->width ,
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bmp->height,
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bmp->width * bmp->height * bmp->bpp,
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false
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);
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egl_texture_update
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(
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this->textures.fps,
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bmp->pixels
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);
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this->fpsWidth = bmp->width;
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this->fpsHeight = bmp->height;
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this->fpsReady = true;
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this->font->release(this->fontObj, bmp);
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}
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}
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static void handle_opt_vsync(void * opaque, const char *value)
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static void handle_opt_vsync(void * opaque, const char *value)
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223
client/renderers/egl/fps.c
Normal file
223
client/renderers/egl/fps.c
Normal file
@ -0,0 +1,223 @@
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/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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cahe terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "fps.h"
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#include "debug.h"
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#include "utils.h"
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include <stdlib.h>
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#include <string.h>
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struct EGL_FPS
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{
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const LG_Font * font;
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LG_FontObj fontObj;
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EGL_Texture * texture;
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EGL_Shader * shader;
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EGL_Model * model;
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bool ready;
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float width, height;
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// uniforms
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GLint uScreen, uSize;
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};
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static const char vertex_shader[] = "\
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#version 300 es\n\
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\
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layout(location = 0) in vec3 vertexPosition_modelspace;\
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layout(location = 1) in vec2 vertexUV;\
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\
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uniform vec2 screen;\
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uniform vec2 size;\
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\
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out highp vec2 uv;\
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\
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void main()\
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{\
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highp vec2 pix = (vec2(1.0, 1.0) / screen); \
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.x *= pix.x * size.x; \
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gl_Position.y *= pix.y * size.y; \
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gl_Position.x -= 1.0 - (pix.x * size.x);\
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gl_Position.y += 1.0 - (pix.y * size.y);\
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gl_Position.x += pix.x * 10.0; \
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gl_Position.y -= pix.y * 10.0; \
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\
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uv = vertexUV;\
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}\
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";
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static const char frag_shader[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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highp vec4 tmp = texture(sampler1, uv);\
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color.r = tmp.b; \
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color.g = tmp.g; \
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color.b = tmp.r; \
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color.a = tmp.a; \
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if (color.a == 0.0) \
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{\
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color.a = 0.5; \
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color.r = 0.0; \
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color.g = 0.0; \
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}\
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}\
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";
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bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj)
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{
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*fps = (EGL_FPS *)malloc(sizeof(EGL_FPS));
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if (!*fps)
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{
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DEBUG_ERROR("Failed to malloc EGL_FPS");
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return false;
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}
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memset(*fps, 0, sizeof(EGL_FPS));
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(*fps)->font = font;
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(*fps)->fontObj = fontObj;
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if (!egl_texture_init(&(*fps)->texture))
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{
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DEBUG_ERROR("Failed to initialize the fps texture");
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return false;
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}
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if (!egl_shader_init(&(*fps)->shader))
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{
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DEBUG_ERROR("Failed to initialize the fps shader");
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return false;
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}
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if (!egl_shader_compile((*fps)->shader,
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vertex_shader, sizeof(vertex_shader),
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frag_shader, sizeof(frag_shader)))
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{
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DEBUG_ERROR("Failed to compile the fps shader");
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return false;
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}
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(*fps)->uSize = egl_shader_get_uniform_location((*fps)->shader, "size" );
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(*fps)->uScreen = egl_shader_get_uniform_location((*fps)->shader, "screen");
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if (!egl_model_init(&(*fps)->model))
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{
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DEBUG_ERROR("Failed to initialize the fps model");
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return false;
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}
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static const GLfloat square[] =
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{
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-1.0f, -1.0f, 0.0f,
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1.0f, -1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f
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};
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static const GLfloat uvs[] =
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{
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f
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};
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egl_model_set_verticies((*fps)->model, square, sizeof(square) / sizeof(GLfloat));
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egl_model_set_uvs ((*fps)->model, uvs , sizeof(uvs ) / sizeof(GLfloat));
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egl_model_set_texture ((*fps)->model, (*fps)->texture);
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void egl_fps_free(EGL_FPS ** fps)
|
||||||
|
{
|
||||||
|
if (!*fps)
|
||||||
|
return;
|
||||||
|
|
||||||
|
egl_texture_free(&(*fps)->texture);
|
||||||
|
egl_shader_free (&(*fps)->shader );
|
||||||
|
egl_model_free (&(*fps)->model );
|
||||||
|
|
||||||
|
free(*fps);
|
||||||
|
*fps = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS)
|
||||||
|
{
|
||||||
|
char str[128];
|
||||||
|
snprintf(str, sizeof(str), "UPS: %8.4f, FPS: %8.4f", avgFPS, renderFPS);
|
||||||
|
|
||||||
|
LG_FontBitmap * bmp = fps->font->render(fps->fontObj, 0xffffff00, str);
|
||||||
|
if (!bmp)
|
||||||
|
{
|
||||||
|
DEBUG_ERROR("Failed to render fps text");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
egl_texture_setup(
|
||||||
|
fps->texture,
|
||||||
|
EGL_PF_BGRA,
|
||||||
|
bmp->width ,
|
||||||
|
bmp->height,
|
||||||
|
bmp->width * bmp->height * bmp->bpp,
|
||||||
|
false
|
||||||
|
);
|
||||||
|
|
||||||
|
egl_texture_update
|
||||||
|
(
|
||||||
|
fps->texture,
|
||||||
|
bmp->pixels
|
||||||
|
);
|
||||||
|
|
||||||
|
fps->width = bmp->width;
|
||||||
|
fps->height = bmp->height;
|
||||||
|
fps->ready = true;
|
||||||
|
|
||||||
|
fps->font->release(fps->fontObj, bmp);
|
||||||
|
}
|
||||||
|
|
||||||
|
void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight)
|
||||||
|
{
|
||||||
|
if (!fps->ready)
|
||||||
|
return;
|
||||||
|
|
||||||
|
glEnable(GL_BLEND);
|
||||||
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
egl_shader_use(fps->shader);
|
||||||
|
glUniform2f(fps->uScreen, screenWidth, screenHeight);
|
||||||
|
glUniform2f(fps->uSize , fps->width , fps->height );
|
||||||
|
egl_model_render(fps->model);
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
}
|
32
client/renderers/egl/fps.h
Normal file
32
client/renderers/egl/fps.h
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
/*
|
||||||
|
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
|
||||||
|
*/
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <stdbool.h>
|
||||||
|
|
||||||
|
#include "lg-fonts.h"
|
||||||
|
|
||||||
|
typedef struct EGL_FPS EGL_FPS;
|
||||||
|
|
||||||
|
bool egl_fps_init(EGL_FPS ** fps, const LG_Font * font, LG_FontObj fontObj);
|
||||||
|
void egl_fps_free(EGL_FPS ** fps);
|
||||||
|
|
||||||
|
void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS);
|
||||||
|
void egl_fps_render(EGL_FPS * fps, const float screenWidth, const float screenHeight);
|
@ -101,56 +101,4 @@ void main()\
|
|||||||
}\
|
}\
|
||||||
";
|
";
|
||||||
|
|
||||||
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);\
|
|
||||||
color.r = tmp.b; \
|
|
||||||
color.g = tmp.g; \
|
|
||||||
color.b = tmp.r; \
|
|
||||||
color.a = tmp.a; \
|
|
||||||
if (color.a == 0.0) \
|
|
||||||
{\
|
|
||||||
color.a = 0.5; \
|
|
||||||
color.r = 0.0; \
|
|
||||||
color.g = 0.0; \
|
|
||||||
}\
|
|
||||||
}\
|
|
||||||
";
|
|
||||||
|
|
||||||
|
|
||||||
#endif
|
#endif
|
Loading…
Reference in New Issue
Block a user