98 lines
3.0 KiB
GLSL
Executable File
98 lines
3.0 KiB
GLSL
Executable File
#line 2 6969
|
|
|
|
/*
|
|
* Copyright (c) 2024 lax1dude. All Rights Reserved.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
|
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
|
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
|
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
|
* POSSIBILITY OF SUCH DAMAGE.
|
|
*
|
|
*/
|
|
|
|
#ifdef EAGLER_HAS_GLES_300
|
|
|
|
// For GLES 3.00+ (WebGL 2.0)
|
|
#ifdef EAGLER_IS_VERTEX_SHADER
|
|
|
|
// Vertex Shaders:
|
|
#define EAGLER_VSH_LAYOUT_BEGIN()
|
|
#define EAGLER_VSH_LAYOUT_END()
|
|
#define EAGLER_IN(_loc, _type, _name) layout(location = _loc) in _type _name;
|
|
#define EAGLER_IN_AUTO(_type, _name) in _type _name;
|
|
#define EAGLER_OUT(_type, _name) out _type _name;
|
|
#define EAGLER_VERT_POSITION gl_Position
|
|
|
|
#else
|
|
#ifdef EAGLER_IS_FRAGMENT_SHADER
|
|
|
|
// Fragment Shaders:
|
|
#define EAGLER_IN(_type, _name) in _type _name;
|
|
#define EAGLER_FRAG_COLOR eagler_FragColor
|
|
#define EAGLER_FRAG_DEPTH gl_FragDepth
|
|
|
|
#define EAGLER_FRAG_OUT() layout(location = 0) out vec4 EAGLER_FRAG_COLOR;
|
|
|
|
#endif
|
|
#endif
|
|
|
|
// All Shaders:
|
|
|
|
#define EAGLER_TEXTURE_2D(tex, coord2f) texture(tex, coord2f)
|
|
#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) textureLod(_tex, _coord2f, _lod1f)
|
|
#define EAGLER_HAS_TEXTURE_2D_LOD
|
|
|
|
|
|
#else
|
|
#ifdef EAGLER_HAS_GLES_200
|
|
|
|
// For GLES 2.00 (WebGL 1.0)
|
|
#ifdef EAGLER_IS_VERTEX_SHADER
|
|
|
|
// Vertex Shaders:
|
|
#define EAGLER_VSH_LAYOUT_BEGIN()
|
|
#define EAGLER_VSH_LAYOUT_END()
|
|
#define EAGLER_IN(_loc, _type, _name) attribute _type _name;
|
|
#define EAGLER_IN_AUTO(_type, _name) attribute _type _name;
|
|
#define EAGLER_OUT(_type, _name) varying _type _name;
|
|
#define EAGLER_VERT_POSITION gl_Position
|
|
|
|
#else
|
|
#ifdef EAGLER_IS_FRAGMENT_SHADER
|
|
|
|
// Fragment Shaders:
|
|
#define EAGLER_IN(_type, _name) varying _type _name;
|
|
#define EAGLER_FRAG_COLOR gl_FragColor
|
|
// TODO: Must require EXT_frag_depth to use this on GLES 2.0 (currently not needed)
|
|
#define EAGLER_FRAG_DEPTH gl_FragDepth
|
|
|
|
#define EAGLER_FRAG_OUT()
|
|
|
|
#endif
|
|
#endif
|
|
|
|
// All Shaders:
|
|
|
|
#define EAGLER_TEXTURE_2D(_tex, _coord2f) texture2D(_tex, _coord2f)
|
|
|
|
#ifdef EAGLER_HAS_GLES_200_SHADER_TEXTURE_LOD
|
|
#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) texture2DLodEXT(_tex, _coord2f, _lod1f)
|
|
#define EAGLER_HAS_TEXTURE_2D_LOD
|
|
#else
|
|
// Beware!
|
|
#define EAGLER_TEXTURE_2D_LOD(_tex, _coord2f, _lod1f) texture2D(_tex, _coord2f)
|
|
#define EAGLER_HAS_TEXTURE_2D_LOD
|
|
#endif
|
|
|
|
#else
|
|
#error Unable to determine API version! (Missing directive EAGLER_HAS_GLES_200 or 300)
|
|
#endif
|
|
#endif
|
|
|
|
#line 1 0 |