| GSK_GL_DEFINE_PROGRAM (blend, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("blend.glsl")), |
| GSK_GL_ADD_UNIFORM (1, BLEND_SOURCE2, u_source2) |
| GSK_GL_ADD_UNIFORM (2, BLEND_MODE, u_mode)) |
| |
| GSK_GL_DEFINE_PROGRAM (blit, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("blit.glsl")), |
| GSK_GL_NO_UNIFORMS) |
| |
| GSK_GL_DEFINE_PROGRAM (blur, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("blur.glsl")), |
| GSK_GL_ADD_UNIFORM (1, BLUR_RADIUS, u_blur_radius) |
| GSK_GL_ADD_UNIFORM (2, BLUR_SIZE, u_blur_size) |
| GSK_GL_ADD_UNIFORM (3, BLUR_DIR, u_blur_dir)) |
| |
| GSK_GL_DEFINE_PROGRAM (border, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("border.glsl")), |
| GSK_GL_ADD_UNIFORM (1, BORDER_WIDTHS, u_widths) |
| GSK_GL_ADD_UNIFORM (2, BORDER_OUTLINE_RECT, u_outline_rect)) |
| |
| GSK_GL_DEFINE_PROGRAM (color, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("color.glsl")), |
| GSK_GL_NO_UNIFORMS) |
| |
| GSK_GL_DEFINE_PROGRAM (coloring, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("coloring.glsl")), |
| GSK_GL_NO_UNIFORMS) |
| |
| GSK_GL_DEFINE_PROGRAM (color_matrix, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("color_matrix.glsl")), |
| GSK_GL_ADD_UNIFORM (1, COLOR_MATRIX_COLOR_MATRIX, u_color_matrix) |
| GSK_GL_ADD_UNIFORM (2, COLOR_MATRIX_COLOR_OFFSET, u_color_offset)) |
| |
| GSK_GL_DEFINE_PROGRAM (conic_gradient, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("conic_gradient.glsl")), |
| GSK_GL_ADD_UNIFORM (1, CONIC_GRADIENT_COLOR_STOPS, u_color_stops) |
| GSK_GL_ADD_UNIFORM (2, CONIC_GRADIENT_NUM_COLOR_STOPS, u_num_color_stops) |
| GSK_GL_ADD_UNIFORM (3, CONIC_GRADIENT_GEOMETRY, u_geometry)) |
| |
| GSK_GL_DEFINE_PROGRAM (cross_fade, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("cross_fade.glsl")), |
| GSK_GL_ADD_UNIFORM (1, CROSS_FADE_PROGRESS, u_progress) |
| GSK_GL_ADD_UNIFORM (2, CROSS_FADE_SOURCE2, u_source2)) |
| |
| GSK_GL_DEFINE_PROGRAM (filled_border, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("filled_border.glsl")), |
| GSK_GL_ADD_UNIFORM (1, FILLED_BORDER_WIDTHS, u_widths) |
| GSK_GL_ADD_UNIFORM (2, FILLED_BORDER_OUTLINE_RECT, u_outline_rect)) |
| |
| GSK_GL_DEFINE_PROGRAM (inset_shadow, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("inset_shadow.glsl")), |
| GSK_GL_ADD_UNIFORM (1, INSET_SHADOW_SPREAD, u_spread) |
| GSK_GL_ADD_UNIFORM (2, INSET_SHADOW_OFFSET, u_offset) |
| GSK_GL_ADD_UNIFORM (3, INSET_SHADOW_OUTLINE_RECT, u_outline_rect)) |
| |
| GSK_GL_DEFINE_PROGRAM (linear_gradient, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("linear_gradient.glsl")), |
| GSK_GL_ADD_UNIFORM (1, LINEAR_GRADIENT_COLOR_STOPS, u_color_stops) |
| GSK_GL_ADD_UNIFORM (2, LINEAR_GRADIENT_NUM_COLOR_STOPS, u_num_color_stops) |
| GSK_GL_ADD_UNIFORM (3, LINEAR_GRADIENT_POINTS, u_points) |
| GSK_GL_ADD_UNIFORM (4, LINEAR_GRADIENT_REPEAT, u_repeat)) |
| |
| GSK_GL_DEFINE_PROGRAM (mask, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("mask.glsl")), |
| GSK_GL_ADD_UNIFORM (1, MASK_SOURCE, u_mask) |
| GSK_GL_ADD_UNIFORM (2, MASK_MODE, u_mode)) |
| |
| GSK_GL_DEFINE_PROGRAM (outset_shadow, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("outset_shadow.glsl")), |
| GSK_GL_ADD_UNIFORM (1, OUTSET_SHADOW_OUTLINE_RECT, u_outline_rect)) |
| |
| GSK_GL_DEFINE_PROGRAM (radial_gradient, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("radial_gradient.glsl")), |
| GSK_GL_ADD_UNIFORM (1, RADIAL_GRADIENT_COLOR_STOPS, u_color_stops) |
| GSK_GL_ADD_UNIFORM (2, RADIAL_GRADIENT_NUM_COLOR_STOPS, u_num_color_stops) |
| GSK_GL_ADD_UNIFORM (3, RADIAL_GRADIENT_REPEAT, u_repeat) |
| GSK_GL_ADD_UNIFORM (4, RADIAL_GRADIENT_RANGE, u_range) |
| GSK_GL_ADD_UNIFORM (5, RADIAL_GRADIENT_GEOMETRY, u_geometry)) |
| |
| GSK_GL_DEFINE_PROGRAM (repeat, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("repeat.glsl")), |
| GSK_GL_ADD_UNIFORM (1, REPEAT_CHILD_BOUNDS, u_child_bounds) |
| GSK_GL_ADD_UNIFORM (2, REPEAT_TEXTURE_RECT, u_texture_rect)) |
| |
| GSK_GL_DEFINE_PROGRAM (unblurred_outset_shadow, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("unblurred_outset_shadow.glsl")), |
| GSK_GL_ADD_UNIFORM (1, UNBLURRED_OUTSET_SHADOW_SPREAD, u_spread) |
| GSK_GL_ADD_UNIFORM (2, UNBLURRED_OUTSET_SHADOW_OFFSET, u_offset) |
| GSK_GL_ADD_UNIFORM (3, UNBLURRED_OUTSET_SHADOW_OUTLINE_RECT, u_outline_rect)) |
| |
| /* Texture conversion shaders. |
| * |
| * Note: If you add new formats here, they need to be added |
| * to the list of supported formats in gdk/gdkdmabuftexture.c. |
| */ |
| |
| GSK_GL_DEFINE_PROGRAM_NO_CLIP (external, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("external.glsl")), |
| GSK_GL_ADD_UNIFORM (1, EXTERNAL_SOURCE, u_external_source) |
| GSK_GL_ADD_UNIFORM (2, PREMULTIPLY, u_premultiply)) |
| |
| GSK_GL_DEFINE_PROGRAM_NO_CLIP (premultiply, |
| GSK_GL_SHADER_SINGLE (GSK_GL_SHADER_RESOURCE ("premultiply.glsl")), |
| GSK_GL_NO_UNIFORMS) |