- CoglHandle shader;
- CoglHandle program;
- gint uniform_no;
- shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
- cogl_shader_source (shader,
- "vec3 checker(vec2 texc, vec3 color0, vec3 color1) \n"
- "{ \n"
- " if (mod(floor(texc.x) + floor(texc.y), 2.0) == 0.0) \n"
- " return color0; \n"
- " else \n"
- " return color1; \n"
- "} \n"
- " \n"
- "uniform sampler2D tex; \n"
- "uniform sampler3D clut; \n"
- "uniform float scale; \n"
- "uniform float offset; \n"
- " \n"
- "void main(void) \n"
- "{ \n"
- " vec3 bg = checker(gl_FragCoord.xy / 16.0, vec3(0.6, 0.6, 0.6), vec3(0.4, 0.4, 0.4)); \n"
- " vec4 img4 = texture2D(tex, gl_TexCoord[0].xy); \n"
- " vec3 img3 = img4.bgr; \n"
- " img3 = img3 * scale + offset; \n"
- " img3 = texture3D(clut, img3).rgb; \n"
- " \n"
- " gl_FragColor = vec4(img3 * img4.a + bg * (1.0 - img4.a), 1.0); \n"
- "} \n"
- );
- cogl_shader_compile(shader);
- gchar *err = cogl_shader_get_info_log(shader);
- DEBUG_0("%s\n",err);
- g_free(err);
-
- program = cogl_create_program ();
- cogl_program_attach_shader (program, shader);
- cogl_handle_unref (shader);
- cogl_program_link (program);
-
- uniform_no = cogl_program_get_uniform_location (program, "tex");
- cogl_program_set_uniform_1i (program, uniform_no, 0);
-
- uniform_no = cogl_program_get_uniform_location (program, "clut");
- cogl_program_set_uniform_1i (program, uniform_no, 1);
-
- uniform_no = cogl_program_get_uniform_location (program, "scale");
- cogl_program_set_uniform_1f (program, uniform_no, (double) (CLUT_SIZE - 1) / CLUT_SIZE);
-
- uniform_no = cogl_program_get_uniform_location (program, "offset");
- cogl_program_set_uniform_1f (program, uniform_no, 1.0 / (2 * CLUT_SIZE));
-
- cogl_material_set_user_program (material, program);
- cogl_handle_unref (program);
+ CoglHandle shader;
+ CoglHandle program;
+ gint uniform_no;
+
+ shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
+ cogl_shader_source (shader,
+ "vec3 checker(vec2 texc, vec3 color0, vec3 color1) \n"
+ "{ \n"
+ " if (mod(floor(texc.x) + floor(texc.y), 2.0) == 0.0) \n"
+ " return color0; \n"
+ " else \n"
+ " return color1; \n"
+ "} \n"
+ " \n"
+ "uniform sampler2D tex; \n"
+ "uniform sampler3D clut; \n"
+ "uniform float scale; \n"
+ "uniform float offset; \n"
+ "uniform float checkersize; \n"
+ "uniform vec3 color0; \n"
+ "uniform vec3 color1; \n"
+ " \n"
+ "void main(void) \n"
+ "{ \n"
+ " vec3 bg = checker(gl_FragCoord.xy / checkersize, color0, color1); \n"
+ " vec4 img4 = texture2D(tex, gl_TexCoord[0].xy); \n"
+ " vec3 img3 = img4.bgr; \n"
+ " img3 = img3 * scale + offset; \n"
+ " img3 = texture3D(clut, img3).rgb; \n"
+ " \n"
+ " gl_FragColor = vec4(img3 * img4.a + bg * (1.0 - img4.a), 1.0); \n"
+ "} \n"
+ );
+ cogl_shader_compile(shader);
+ gchar *err = cogl_shader_get_info_log(shader);
+ DEBUG_0("%s\n",err);
+ g_free(err);
+
+ program = cogl_create_program ();
+ cogl_program_attach_shader (program, shader);
+ cogl_handle_unref (shader);
+ cogl_program_link (program);
+
+ uniform_no = cogl_program_get_uniform_location (program, "tex");
+ cogl_program_set_uniform_1i (program, uniform_no, 0);
+
+ uniform_no = cogl_program_get_uniform_location (program, "clut");
+ cogl_program_set_uniform_1i (program, uniform_no, 1);
+
+ uniform_no = cogl_program_get_uniform_location (program, "scale");
+ cogl_program_set_uniform_1f (program, uniform_no, (double) (CLUT_SIZE - 1) / CLUT_SIZE);
+
+ uniform_no = cogl_program_get_uniform_location (program, "offset");
+ cogl_program_set_uniform_1f (program, uniform_no, 1.0 / (2 * CLUT_SIZE));
+
+ uniform_no = cogl_program_get_uniform_location (program, "checkersize");
+ cogl_program_set_uniform_1f (program, uniform_no, shaderInfo->checkersize);
+
+ uniform_no = cogl_program_get_uniform_location (program, "color0");
+ cogl_program_set_uniform_float (program, uniform_no, 3, 1, shaderInfo->checkercolor0);
+
+ uniform_no = cogl_program_get_uniform_location (program, "color1");
+ cogl_program_set_uniform_float (program, uniform_no, 3, 1, shaderInfo->checkercolor1);
+
+ cogl_material_set_user_program (material, program);
+ cogl_handle_unref (program);