[client] egl: migrate cursor code into seperate unit

This commit is contained in:
Geoffrey McRae
2018-12-12 18:53:55 +11:00
parent 50c460df5a
commit c23bf6a0c4
3 changed files with 37 additions and 221 deletions

View File

@@ -43,51 +43,6 @@ void main()\
}\
";
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\
\