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authorCarsten Haitzler (Rasterman) <raster@rasterman.com>2015-10-18 12:49:11 +0900
committerCarsten Haitzler (Rasterman) <raster@rasterman.com>2015-10-18 12:49:11 +0900
commit7b568a61529e2f96882e0bfe9ba21edf35e40766 (patch)
treef66c7b944bae55f6f9405dd394d481573059fd14
parent94ebd96df509c36a8d0d12b3e5c9befbf0287441 (diff)
downloadefl-7b568a61529e2f96882e0bfe9ba21edf35e40766.tar.gz
evas gl fix color on bigendian with gl engine
this fixes rendering on ppc (bigendian) where we have thnigs swizzled oddly. not bgra -> argb but rgba -> grab ... so generate a bigendian shader file and use if on bigendian. this should fix T2721 it fixes it in the visual screenshots i can get remotely.
-rw-r--r--src/Makefile_Evas.am5
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_define.h3
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_shader.c7
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_texture.c8
-rw-r--r--src/modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x9289
-rw-r--r--src/modules/evas/engines/gl_common/shader/fragment.glsl12
-rwxr-xr-xsrc/modules/evas/engines/gl_common/shader/gen_shaders.sh4
7 files changed, 9324 insertions, 4 deletions
diff --git a/src/Makefile_Evas.am b/src/Makefile_Evas.am
index 0e08495fa4..66add14bf8 100644
--- a/src/Makefile_Evas.am
+++ b/src/Makefile_Evas.am
@@ -680,6 +680,7 @@ modules/evas/engines/gl_common/evas_gl_api_gles1.c \
modules/evas/engines/gl_common/evas_gl_api_gles3_def.h \
modules/evas/engines/gl_common/evas_gl_api_ext.c \
modules/evas/engines/gl_common/shader/evas_gl_shaders.x \
+modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x \
modules/evas/engines/gl_common/shader_3d/evas_gl_3d_shaders.x \
modules/evas/engines/gl_common/shader/evas_gl_enum.x
@@ -705,6 +706,10 @@ modules/evas/engines/gl_common/shader/evas_gl_shaders.x: $(GL_SHADERS_GEN)
@echo " SHADERS $@"
@bash $(srcdir)/modules/evas/engines/gl_common/shader/gen_shaders.sh
+modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x: $(GL_SHADERS_GEN)
+ @echo " SHADERS $@"
+ @bash $(srcdir)/modules/evas/engines/gl_common/shader/gen_shaders.sh _bigendian
+
modules/evas/engines/gl_common/shader/evas_gl_enum.x: modules/evas/engines/gl_common/shader/evas_gl_shaders.x
# NOTE: order here should be equal with modes in file Evas_Eo.h
diff --git a/src/modules/evas/engines/gl_common/evas_gl_define.h b/src/modules/evas/engines/gl_common/evas_gl_define.h
index 822b9c93d7..2a14127d77 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_define.h
+++ b/src/modules/evas/engines/gl_common/evas_gl_define.h
@@ -5,6 +5,9 @@
#ifndef GL_TEXTURE_RECTANGLE_NV
# define GL_TEXTURE_RECTANGLE_NV 0x84F5
#endif
+#ifndef GL_ABGR
+# define GL_ABGR 0x8000
+#endif
#ifndef GL_BGRA
# define GL_BGRA 0x80E1
#endif
diff --git a/src/modules/evas/engines/gl_common/evas_gl_shader.c b/src/modules/evas/engines/gl_common/evas_gl_shader.c
index ffba009b70..bbff64ba98 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_shader.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_shader.c
@@ -1,4 +1,9 @@
-#include "shader/evas_gl_shaders.x"
+#include "config.h"
+#ifdef WORDS_BIGENDIAN
+# include "shader/evas_gl_shaders_bigendian.x"
+#else
+# include "shader/evas_gl_shaders.x"
+#endif
/////////////////////////////////////////////
static void
diff --git a/src/modules/evas/engines/gl_common/evas_gl_texture.c b/src/modules/evas/engines/gl_common/evas_gl_texture.c
index f0eb72264b..b848c68c9a 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_texture.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_texture.c
@@ -10,12 +10,20 @@ static const GLenum bgr_fmt = GL_BGRA;
static const GLenum bgr_ifmt = GL_BGRA;
#else
static const GLenum rgb_fmt = GL_RGBA;
+#ifdef WORDS_BIGENDIAN
+static const GLenum rgb_ifmt = GL_RGBA;
+#else
static const GLenum rgb_ifmt = GL_RGB;
+#endif
static const GLenum bgra_fmt = GL_BGRA;
static const GLenum bgra_ifmt = GL_RGBA;
static const GLenum bgr_fmt = GL_BGRA;
+#ifdef WORDS_BIGENDIAN
+static const GLenum bgr_ifmt = GL_RGBA;
+#else
static const GLenum bgr_ifmt = GL_RGB;
#endif
+#endif
#ifdef GL_GLES
static const GLenum alpha_fmt = GL_ALPHA;
diff --git a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x
new file mode 100644
index 0000000000..2dd95fbafc
--- /dev/null
+++ b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders_bigendian.x
@@ -0,0 +1,9289 @@
+/* DO NOT MODIFY THIS FILE AS IT IS AUTO-GENERATED */
+/* IF IT IS CHANGED PLEASE COMMIT THE CHANGES */
+
+#include "../evas_gl_private.h"
+
+static const char rect_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = vec4(1, 1, 1, 1);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_frag_src =
+{
+ rect_frag_glsl,
+ NULL, 0
+};
+
+static const char rect_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_vert_src =
+{
+ rect_vert_glsl,
+ NULL, 0
+};
+
+static const char rect_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = vec4(1, 1, 1, 1);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_mask_frag_src =
+{
+ rect_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char rect_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_mask_vert_src =
+{
+ rect_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char rect_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = vec4(1, 1, 1, 1);\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_mask12_frag_src =
+{
+ rect_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char rect_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_mask12_vert_src =
+{
+ rect_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char rect_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = vec4(1, 1, 1, 1);\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_mask21_frag_src =
+{
+ rect_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char rect_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_mask21_vert_src =
+{
+ rect_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char rect_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = vec4(1, 1, 1, 1);\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_mask22_frag_src =
+{
+ rect_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char rect_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rect_mask22_vert_src =
+{
+ rect_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char font_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).aaaa;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_frag_src =
+{
+ font_frag_glsl,
+ NULL, 0
+};
+
+static const char font_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_vert_src =
+{
+ font_vert_glsl,
+ NULL, 0
+};
+
+static const char font_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).aaaa;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_mask_frag_src =
+{
+ font_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char font_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_mask_vert_src =
+{
+ font_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char font_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).aaaa;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_mask12_frag_src =
+{
+ font_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char font_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_mask12_vert_src =
+{
+ font_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char font_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).aaaa;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_mask21_frag_src =
+{
+ font_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char font_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_mask21_vert_src =
+{
+ font_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char font_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).aaaa;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_mask22_frag_src =
+{
+ font_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char font_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_font_mask22_vert_src =
+{
+ font_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_frag_src =
+{
+ img_frag_glsl,
+ NULL, 0
+};
+
+static const char img_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_vert_src =
+{
+ img_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_frag_src =
+{
+ img_bgra_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_vert_src =
+{
+ img_bgra_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_frag_src =
+{
+ img_12_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_vert_src =
+{
+ img_12_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_frag_src =
+{
+ img_21_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_vert_src =
+{
+ img_21_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_frag_src =
+{
+ img_22_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_vert_src =
+{
+ img_22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_frag_src =
+{
+ img_12_bgra_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_vert_src =
+{
+ img_12_bgra_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_frag_src =
+{
+ img_21_bgra_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_vert_src =
+{
+ img_21_bgra_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_frag_src =
+{
+ img_22_bgra_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_vert_src =
+{
+ img_22_bgra_vert_glsl,
+ NULL, 0
+};
+
+static const char img_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask_frag_src =
+{
+ img_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char img_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask_vert_src =
+{
+ img_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask_frag_src =
+{
+ img_bgra_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask_vert_src =
+{
+ img_bgra_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask_frag_src =
+{
+ img_12_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask_vert_src =
+{
+ img_12_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask_frag_src =
+{
+ img_21_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask_vert_src =
+{
+ img_21_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask_frag_src =
+{
+ img_22_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask_vert_src =
+{
+ img_22_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask_frag_src =
+{
+ img_12_bgra_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask_vert_src =
+{
+ img_12_bgra_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask_frag_src =
+{
+ img_21_bgra_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask_vert_src =
+{
+ img_21_bgra_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask_frag_src =
+{
+ img_22_bgra_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask_vert_src =
+{
+ img_22_bgra_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char img_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_nomul_frag_src =
+{
+ img_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_nomul_vert_src =
+{
+ img_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_nomul_frag_src =
+{
+ img_bgra_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_nomul_vert_src =
+{
+ img_bgra_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_nomul_frag_src =
+{
+ img_12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_nomul_vert_src =
+{
+ img_12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_nomul_frag_src =
+{
+ img_21_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_nomul_vert_src =
+{
+ img_21_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_nomul_frag_src =
+{
+ img_22_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_nomul_vert_src =
+{
+ img_22_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_nomul_frag_src =
+{
+ img_12_bgra_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_nomul_vert_src =
+{
+ img_12_bgra_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_nomul_frag_src =
+{
+ img_21_bgra_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_nomul_vert_src =
+{
+ img_21_bgra_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_nomul_frag_src =
+{
+ img_22_bgra_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_nomul_vert_src =
+{
+ img_22_bgra_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask_nomul_frag_src =
+{
+ img_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask_nomul_vert_src =
+{
+ img_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask_nomul_frag_src =
+{
+ img_bgra_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask_nomul_vert_src =
+{
+ img_bgra_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask_nomul_frag_src =
+{
+ img_12_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask_nomul_vert_src =
+{
+ img_12_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask_nomul_frag_src =
+{
+ img_21_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask_nomul_vert_src =
+{
+ img_21_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask_nomul_frag_src =
+{
+ img_22_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask_nomul_vert_src =
+{
+ img_22_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask_nomul_frag_src =
+{
+ img_12_bgra_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask_nomul_vert_src =
+{
+ img_12_bgra_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask_nomul_frag_src =
+{
+ img_21_bgra_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask_nomul_vert_src =
+{
+ img_21_bgra_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask_nomul_frag_src =
+{
+ img_22_bgra_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask_nomul_vert_src =
+{
+ img_22_bgra_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask12_frag_src =
+{
+ img_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char img_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask12_vert_src =
+{
+ img_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask12_frag_src =
+{
+ img_bgra_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask12_vert_src =
+{
+ img_bgra_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask12_frag_src =
+{
+ img_12_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask12_vert_src =
+{
+ img_12_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask12_frag_src =
+{
+ img_21_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask12_vert_src =
+{
+ img_21_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask12_frag_src =
+{
+ img_22_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask12_vert_src =
+{
+ img_22_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask12_frag_src =
+{
+ img_12_bgra_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask12_vert_src =
+{
+ img_12_bgra_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask12_frag_src =
+{
+ img_21_bgra_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask12_vert_src =
+{
+ img_21_bgra_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask12_frag_src =
+{
+ img_22_bgra_mask12_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask12_vert_src =
+{
+ img_22_bgra_mask12_vert_glsl,
+ NULL, 0
+};
+
+static const char img_mask12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask12_nomul_frag_src =
+{
+ img_mask12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_mask12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask12_nomul_vert_src =
+{
+ img_mask12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask12_nomul_frag_src =
+{
+ img_bgra_mask12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask12_nomul_vert_src =
+{
+ img_bgra_mask12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask12_nomul_frag_src =
+{
+ img_12_mask12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask12_nomul_vert_src =
+{
+ img_12_mask12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask12_nomul_frag_src =
+{
+ img_21_mask12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask12_nomul_vert_src =
+{
+ img_21_mask12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask12_nomul_frag_src =
+{
+ img_22_mask12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask12_nomul_vert_src =
+{
+ img_22_mask12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask12_nomul_frag_src =
+{
+ img_12_bgra_mask12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask12_nomul_vert_src =
+{
+ img_12_bgra_mask12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask12_nomul_frag_src =
+{
+ img_21_bgra_mask12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask12_nomul_vert_src =
+{
+ img_21_bgra_mask12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask12_nomul_frag_src =
+{
+ img_22_bgra_mask12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(0, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2(0, tex_masksample.y);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask12_nomul_vert_src =
+{
+ img_22_bgra_mask12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask21_frag_src =
+{
+ img_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char img_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask21_vert_src =
+{
+ img_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask21_frag_src =
+{
+ img_bgra_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask21_vert_src =
+{
+ img_bgra_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask21_frag_src =
+{
+ img_12_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask21_vert_src =
+{
+ img_12_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask21_frag_src =
+{
+ img_21_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask21_vert_src =
+{
+ img_21_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask21_frag_src =
+{
+ img_22_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask21_vert_src =
+{
+ img_22_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask21_frag_src =
+{
+ img_12_bgra_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask21_vert_src =
+{
+ img_12_bgra_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask21_frag_src =
+{
+ img_21_bgra_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask21_vert_src =
+{
+ img_21_bgra_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask21_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask21_frag_src =
+{
+ img_22_bgra_mask21_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask21_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask21_vert_src =
+{
+ img_22_bgra_mask21_vert_glsl,
+ NULL, 0
+};
+
+static const char img_mask21_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask21_nomul_frag_src =
+{
+ img_mask21_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_mask21_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask21_nomul_vert_src =
+{
+ img_mask21_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask21_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask21_nomul_frag_src =
+{
+ img_bgra_mask21_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask21_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask21_nomul_vert_src =
+{
+ img_bgra_mask21_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask21_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask21_nomul_frag_src =
+{
+ img_12_mask21_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask21_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask21_nomul_vert_src =
+{
+ img_12_mask21_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask21_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask21_nomul_frag_src =
+{
+ img_21_mask21_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask21_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask21_nomul_vert_src =
+{
+ img_21_mask21_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask21_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask21_nomul_frag_src =
+{
+ img_22_mask21_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask21_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask21_nomul_vert_src =
+{
+ img_22_mask21_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask21_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask21_nomul_frag_src =
+{
+ img_12_bgra_mask21_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask21_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask21_nomul_vert_src =
+{
+ img_12_bgra_mask21_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask21_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask21_nomul_frag_src =
+{
+ img_21_bgra_mask21_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask21_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask21_nomul_vert_src =
+{
+ img_21_bgra_mask21_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask21_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " ma = (ma00 + ma01) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask21_nomul_frag_src =
+{
+ img_22_bgra_mask21_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask21_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, 0);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, 0);\n"
+ " maskdiv_s = 2.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask21_nomul_vert_src =
+{
+ img_22_bgra_mask21_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask22_frag_src =
+{
+ img_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char img_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask22_vert_src =
+{
+ img_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask22_frag_src =
+{
+ img_bgra_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask22_vert_src =
+{
+ img_bgra_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask22_frag_src =
+{
+ img_12_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask22_vert_src =
+{
+ img_12_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask22_frag_src =
+{
+ img_21_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask22_vert_src =
+{
+ img_21_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask22_frag_src =
+{
+ img_22_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask22_vert_src =
+{
+ img_22_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask22_frag_src =
+{
+ img_12_bgra_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask22_vert_src =
+{
+ img_12_bgra_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask22_frag_src =
+{
+ img_21_bgra_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask22_vert_src =
+{
+ img_21_bgra_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask22_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask22_frag_src =
+{
+ img_22_bgra_mask22_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask22_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask22_vert_src =
+{
+ img_22_bgra_mask22_vert_glsl,
+ NULL, 0
+};
+
+static const char img_mask22_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask22_nomul_frag_src =
+{
+ img_mask22_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_mask22_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_mask22_nomul_vert_src =
+{
+ img_mask22_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask22_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask22_nomul_frag_src =
+{
+ img_bgra_mask22_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_mask22_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_mask22_nomul_vert_src =
+{
+ img_bgra_mask22_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask22_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask22_nomul_frag_src =
+{
+ img_12_mask22_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_mask22_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_mask22_nomul_vert_src =
+{
+ img_12_mask22_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask22_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask22_nomul_frag_src =
+{
+ img_21_mask22_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_mask22_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_mask22_nomul_vert_src =
+{
+ img_21_mask22_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask22_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask22_nomul_frag_src =
+{
+ img_22_mask22_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_mask22_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_mask22_nomul_vert_src =
+{
+ img_22_mask22_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask22_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask22_nomul_frag_src =
+{
+ img_12_bgra_mask22_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_mask22_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_mask22_nomul_vert_src =
+{
+ img_12_bgra_mask22_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask22_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask22_nomul_frag_src =
+{
+ img_21_bgra_mask22_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_mask22_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_mask22_nomul_vert_src =
+{
+ img_21_bgra_mask22_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask22_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " float ma;\n"
+ " float ma00 = texture2D(texm, tex_m + masktex_s[0]).a;\n"
+ " float ma01 = texture2D(texm, tex_m + masktex_s[1]).a;\n"
+ " float ma10 = texture2D(texm, tex_m + masktex_s[2]).a;\n"
+ " float ma11 = texture2D(texm, tex_m + masktex_s[3]).a;\n"
+ " ma = (ma00 + ma01 + ma10 + ma11) / maskdiv_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask22_nomul_frag_src =
+{
+ img_22_bgra_mask22_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_mask22_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "attribute vec2 tex_masksample;\n"
+ "varying float maskdiv_s;\n"
+ "varying vec2 masktex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ " masktex_s[0] = vec2(-tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[1] = vec2( tex_masksample.x, -tex_masksample.y);\n"
+ " masktex_s[2] = vec2( tex_masksample.x, tex_masksample.y);\n"
+ " masktex_s[3] = vec2(-tex_masksample.x, tex_masksample.y);\n"
+ " maskdiv_s = 4.0;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_mask22_nomul_vert_src =
+{
+ img_22_bgra_mask22_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char img_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_afill_frag_src =
+{
+ img_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_afill_vert_src =
+{
+ img_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_afill_frag_src =
+{
+ img_bgra_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_afill_vert_src =
+{
+ img_bgra_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_nomul_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_nomul_afill_frag_src =
+{
+ img_nomul_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_nomul_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_nomul_afill_vert_src =
+{
+ img_nomul_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_nomul_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).grab;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_nomul_afill_frag_src =
+{
+ img_bgra_nomul_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_bgra_nomul_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_bgra_nomul_afill_vert_src =
+{
+ img_bgra_nomul_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_afill_frag_src =
+{
+ img_12_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_afill_vert_src =
+{
+ img_12_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_afill_frag_src =
+{
+ img_21_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_afill_vert_src =
+{
+ img_21_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_afill_frag_src =
+{
+ img_22_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_afill_vert_src =
+{
+ img_22_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_afill_frag_src =
+{
+ img_12_bgra_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_afill_vert_src =
+{
+ img_12_bgra_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_afill_frag_src =
+{
+ img_21_bgra_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_afill_vert_src =
+{
+ img_21_bgra_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_afill_frag_src =
+{
+ img_22_bgra_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_afill_vert_src =
+{
+ img_22_bgra_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_nomul_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_nomul_afill_frag_src =
+{
+ img_12_nomul_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_nomul_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_nomul_afill_vert_src =
+{
+ img_12_nomul_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_nomul_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_nomul_afill_frag_src =
+{
+ img_21_nomul_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_nomul_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_nomul_afill_vert_src =
+{
+ img_21_nomul_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_nomul_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).gbar;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).gbar;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).gbar;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).gbar;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_nomul_afill_frag_src =
+{
+ img_22_nomul_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_nomul_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_nomul_afill_vert_src =
+{
+ img_22_nomul_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_nomul_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_nomul_afill_frag_src =
+{
+ img_12_bgra_nomul_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_12_bgra_nomul_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(0, -tex_sample.y);\n"
+ " tex_s[1] = vec2(0, tex_sample.y);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_12_bgra_nomul_afill_vert_src =
+{
+ img_12_bgra_nomul_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_nomul_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " c = (col00 + col01) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_nomul_afill_frag_src =
+{
+ img_21_bgra_nomul_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_21_bgra_nomul_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[2];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, 0);\n"
+ " tex_s[1] = vec2( tex_sample.x, 0);\n"
+ " div_s = vec4(2, 2, 2, 2);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_21_bgra_nomul_afill_vert_src =
+{
+ img_21_bgra_nomul_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_nomul_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " vec4 col00 = texture2D(tex, tex_c + tex_s[0]).grab;\n"
+ " vec4 col01 = texture2D(tex, tex_c + tex_s[1]).grab;\n"
+ " vec4 col10 = texture2D(tex, tex_c + tex_s[2]).grab;\n"
+ " vec4 col11 = texture2D(tex, tex_c + tex_s[3]).grab;\n"
+ " c = (col00 + col01 + col10 + col11) / div_s;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_nomul_afill_frag_src =
+{
+ img_22_bgra_nomul_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char img_22_bgra_nomul_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_sample;\n"
+ "varying vec4 div_s;\n"
+ "varying vec2 tex_s[4];\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);\n"
+ " tex_s[1] = vec2( tex_sample.x, -tex_sample.y);\n"
+ " tex_s[2] = vec2( tex_sample.x, tex_sample.y);\n"
+ " tex_s[3] = vec2(-tex_sample.x, tex_sample.y);\n"
+ " div_s = vec4(4, 4, 4, 4);\n"
+ "}\n";
+Evas_GL_Program_Source shader_img_22_bgra_nomul_afill_vert_src =
+{
+ img_22_bgra_nomul_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char rgb_a_pair_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texa;\n"
+ "varying vec2 tex_a;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * texture2D(texa, tex_a).r\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rgb_a_pair_frag_src =
+{
+ rgb_a_pair_frag_glsl,
+ NULL, 0
+};
+
+static const char rgb_a_pair_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coorda;\n"
+ "varying vec2 tex_a;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_a = tex_coorda;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rgb_a_pair_vert_src =
+{
+ rgb_a_pair_vert_glsl,
+ NULL, 0
+};
+
+static const char rgb_a_pair_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texa;\n"
+ "varying vec2 tex_a;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " * texture2D(texa, tex_a).r\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rgb_a_pair_mask_frag_src =
+{
+ rgb_a_pair_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char rgb_a_pair_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coorda;\n"
+ "varying vec2 tex_a;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_a = tex_coorda;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rgb_a_pair_mask_vert_src =
+{
+ rgb_a_pair_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char rgb_a_pair_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texa;\n"
+ "varying vec2 tex_a;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * texture2D(texa, tex_a).r\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rgb_a_pair_nomul_frag_src =
+{
+ rgb_a_pair_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char rgb_a_pair_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coorda;\n"
+ "varying vec2 tex_a;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_a = tex_coorda;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rgb_a_pair_nomul_vert_src =
+{
+ rgb_a_pair_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char rgb_a_pair_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texa;\n"
+ "varying vec2 tex_a;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " * texture2D(texa, tex_a).r\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rgb_a_pair_mask_nomul_frag_src =
+{
+ rgb_a_pair_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char rgb_a_pair_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coorda;\n"
+ "varying vec2 tex_a;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_a = tex_coorda;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_rgb_a_pair_mask_nomul_vert_src =
+{
+ rgb_a_pair_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char tex_external_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "# extension GL_OES_EGL_image_external : require\n"
+ "# ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "# else\n"
+ "precision mediump float;\n"
+ "# endif\n"
+ "# define SAMPLER_EXTERNAL_OES samplerExternalOES\n"
+ "#else\n"
+ "# define SAMPLER_EXTERNAL_OES sampler2D\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform SAMPLER_EXTERNAL_OES tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_frag_src =
+{
+ tex_external_frag_glsl,
+ NULL, 0
+};
+
+static const char tex_external_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_vert_src =
+{
+ tex_external_vert_glsl,
+ NULL, 0
+};
+
+static const char tex_external_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "# extension GL_OES_EGL_image_external : require\n"
+ "# ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "# else\n"
+ "precision mediump float;\n"
+ "# endif\n"
+ "# define SAMPLER_EXTERNAL_OES samplerExternalOES\n"
+ "#else\n"
+ "# define SAMPLER_EXTERNAL_OES sampler2D\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform SAMPLER_EXTERNAL_OES tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_afill_frag_src =
+{
+ tex_external_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char tex_external_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_afill_vert_src =
+{
+ tex_external_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char tex_external_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "# extension GL_OES_EGL_image_external : require\n"
+ "# ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "# else\n"
+ "precision mediump float;\n"
+ "# endif\n"
+ "# define SAMPLER_EXTERNAL_OES samplerExternalOES\n"
+ "#else\n"
+ "# define SAMPLER_EXTERNAL_OES sampler2D\n"
+ "#endif\n"
+ "uniform SAMPLER_EXTERNAL_OES tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_nomul_frag_src =
+{
+ tex_external_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char tex_external_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_nomul_vert_src =
+{
+ tex_external_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char tex_external_nomul_afill_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "# extension GL_OES_EGL_image_external : require\n"
+ "# ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "# else\n"
+ "precision mediump float;\n"
+ "# endif\n"
+ "# define SAMPLER_EXTERNAL_OES samplerExternalOES\n"
+ "#else\n"
+ "# define SAMPLER_EXTERNAL_OES sampler2D\n"
+ "#endif\n"
+ "uniform SAMPLER_EXTERNAL_OES tex;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ " gl_FragColor.a = 1.0;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_nomul_afill_frag_src =
+{
+ tex_external_nomul_afill_frag_glsl,
+ NULL, 0
+};
+
+static const char tex_external_nomul_afill_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_nomul_afill_vert_src =
+{
+ tex_external_nomul_afill_vert_glsl,
+ NULL, 0
+};
+
+static const char tex_external_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "# extension GL_OES_EGL_image_external : require\n"
+ "# ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "# else\n"
+ "precision mediump float;\n"
+ "# endif\n"
+ "# define SAMPLER_EXTERNAL_OES samplerExternalOES\n"
+ "#else\n"
+ "# define SAMPLER_EXTERNAL_OES sampler2D\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform SAMPLER_EXTERNAL_OES tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_mask_frag_src =
+{
+ tex_external_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char tex_external_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_mask_vert_src =
+{
+ tex_external_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char tex_external_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "# extension GL_OES_EGL_image_external : require\n"
+ "# ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "# else\n"
+ "precision mediump float;\n"
+ "# endif\n"
+ "# define SAMPLER_EXTERNAL_OES samplerExternalOES\n"
+ "#else\n"
+ "# define SAMPLER_EXTERNAL_OES sampler2D\n"
+ "#endif\n"
+ "uniform SAMPLER_EXTERNAL_OES tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " c = texture2D(tex, tex_c).gbar;\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_mask_nomul_frag_src =
+{
+ tex_external_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char tex_external_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_tex_external_mask_nomul_vert_src =
+{
+ tex_external_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char yuv_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texu;\n"
+ "uniform sampler2D texv;\n"
+ "varying vec2 tex_c2;\n"
+ "varying vec2 tex_c3;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).r;\n"
+ " u = texture2D(texu, tex_c2).r;\n"
+ " v = texture2D(texv, tex_c3).r;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_frag_src =
+{
+ yuv_frag_glsl,
+ NULL, 0
+};
+
+static const char yuv_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec2 tex_coord3;\n"
+ "varying vec2 tex_c3;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2;\n"
+ " tex_c3 = tex_coord3;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_vert_src =
+{
+ yuv_vert_glsl,
+ NULL, 0
+};
+
+static const char yuv_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texu;\n"
+ "uniform sampler2D texv;\n"
+ "varying vec2 tex_c2;\n"
+ "varying vec2 tex_c3;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).r;\n"
+ " u = texture2D(texu, tex_c2).r;\n"
+ " v = texture2D(texv, tex_c3).r;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_nomul_frag_src =
+{
+ yuv_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char yuv_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec2 tex_coord3;\n"
+ "varying vec2 tex_c3;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2;\n"
+ " tex_c3 = tex_coord3;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_nomul_vert_src =
+{
+ yuv_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char yuv_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texu;\n"
+ "uniform sampler2D texv;\n"
+ "varying vec2 tex_c2;\n"
+ "varying vec2 tex_c3;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).r;\n"
+ " u = texture2D(texu, tex_c2).r;\n"
+ " v = texture2D(texv, tex_c3).r;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_mask_frag_src =
+{
+ yuv_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char yuv_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec2 tex_coord3;\n"
+ "varying vec2 tex_c3;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2;\n"
+ " tex_c3 = tex_coord3;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_mask_vert_src =
+{
+ yuv_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char yuv_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texu;\n"
+ "uniform sampler2D texv;\n"
+ "varying vec2 tex_c2;\n"
+ "varying vec2 tex_c3;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).r;\n"
+ " u = texture2D(texu, tex_c2).r;\n"
+ " v = texture2D(texv, tex_c3).r;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_mask_nomul_frag_src =
+{
+ yuv_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char yuv_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec2 tex_coord3;\n"
+ "varying vec2 tex_c3;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2;\n"
+ " tex_c3 = tex_coord3;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_mask_nomul_vert_src =
+{
+ yuv_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char yuy2_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_frag_src =
+{
+ yuy2_frag_glsl,
+ NULL, 0
+};
+
+static const char yuy2_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_vert_src =
+{
+ yuy2_vert_glsl,
+ NULL, 0
+};
+
+static const char yuy2_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_nomul_frag_src =
+{
+ yuy2_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char yuy2_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_nomul_vert_src =
+{
+ yuy2_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char yuy2_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_mask_frag_src =
+{
+ yuy2_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char yuy2_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_mask_vert_src =
+{
+ yuy2_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char yuy2_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_mask_nomul_frag_src =
+{
+ yuy2_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char yuy2_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_mask_nomul_vert_src =
+{
+ yuy2_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char nv12_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_frag_src =
+{
+ nv12_frag_glsl,
+ NULL, 0
+};
+
+static const char nv12_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2 * 0.5;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_vert_src =
+{
+ nv12_vert_glsl,
+ NULL, 0
+};
+
+static const char nv12_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_nomul_frag_src =
+{
+ nv12_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char nv12_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2 * 0.5;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_nomul_vert_src =
+{
+ nv12_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char nv12_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_mask_frag_src =
+{
+ nv12_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char nv12_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2 * 0.5;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_mask_vert_src =
+{
+ nv12_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char nv12_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.813) + (u * 0.391);\n"
+ " v = v * 1.596;\n"
+ " u = u * 2.018;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_mask_nomul_frag_src =
+{
+ nv12_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char nv12_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2 * 0.5;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_mask_nomul_vert_src =
+{
+ nv12_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char yuv_709_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texu;\n"
+ "uniform sampler2D texv;\n"
+ "varying vec2 tex_c2;\n"
+ "varying vec2 tex_c3;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).r;\n"
+ " u = texture2D(texu, tex_c2).r;\n"
+ " v = texture2D(texv, tex_c3).r;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_709_frag_src =
+{
+ yuv_709_frag_glsl,
+ NULL, 0
+};
+
+static const char yuv_709_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec2 tex_coord3;\n"
+ "varying vec2 tex_c3;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2;\n"
+ " tex_c3 = tex_coord3;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_709_vert_src =
+{
+ yuv_709_vert_glsl,
+ NULL, 0
+};
+
+static const char yuv_709_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texu;\n"
+ "uniform sampler2D texv;\n"
+ "varying vec2 tex_c2;\n"
+ "varying vec2 tex_c3;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).r;\n"
+ " u = texture2D(texu, tex_c2).r;\n"
+ " v = texture2D(texv, tex_c3).r;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_709_nomul_frag_src =
+{
+ yuv_709_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char yuv_709_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec2 tex_coord3;\n"
+ "varying vec2 tex_c3;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2;\n"
+ " tex_c3 = tex_coord3;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_709_nomul_vert_src =
+{
+ yuv_709_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char yuv_709_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texu;\n"
+ "uniform sampler2D texv;\n"
+ "varying vec2 tex_c2;\n"
+ "varying vec2 tex_c3;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).r;\n"
+ " u = texture2D(texu, tex_c2).r;\n"
+ " v = texture2D(texv, tex_c3).r;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_709_mask_frag_src =
+{
+ yuv_709_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char yuv_709_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec2 tex_coord3;\n"
+ "varying vec2 tex_c3;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2;\n"
+ " tex_c3 = tex_coord3;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_709_mask_vert_src =
+{
+ yuv_709_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char yuv_709_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texu;\n"
+ "uniform sampler2D texv;\n"
+ "varying vec2 tex_c2;\n"
+ "varying vec2 tex_c3;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).r;\n"
+ " u = texture2D(texu, tex_c2).r;\n"
+ " v = texture2D(texv, tex_c3).r;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_709_mask_nomul_frag_src =
+{
+ yuv_709_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char yuv_709_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec2 tex_coord3;\n"
+ "varying vec2 tex_c3;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2;\n"
+ " tex_c3 = tex_coord3;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuv_709_mask_nomul_vert_src =
+{
+ yuv_709_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char yuy2_709_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_709_frag_src =
+{
+ yuy2_709_frag_glsl,
+ NULL, 0
+};
+
+static const char yuy2_709_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_709_vert_src =
+{
+ yuy2_709_vert_glsl,
+ NULL, 0
+};
+
+static const char yuy2_709_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_709_nomul_frag_src =
+{
+ yuy2_709_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char yuy2_709_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_709_nomul_vert_src =
+{
+ yuy2_709_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char yuy2_709_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_709_mask_frag_src =
+{
+ yuy2_709_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char yuy2_709_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_709_mask_vert_src =
+{
+ yuy2_709_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char yuy2_709_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_709_mask_nomul_frag_src =
+{
+ yuy2_709_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char yuy2_709_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = vec2(tex_coord2.x * 0.5, tex_coord2.y);\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_yuy2_709_mask_nomul_vert_src =
+{
+ yuy2_709_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char nv12_709_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_709_frag_src =
+{
+ nv12_709_frag_glsl,
+ NULL, 0
+};
+
+static const char nv12_709_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2 * 0.5;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_709_vert_src =
+{
+ nv12_709_vert_glsl,
+ NULL, 0
+};
+
+static const char nv12_709_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_709_nomul_frag_src =
+{
+ nv12_709_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char nv12_709_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2 * 0.5;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_709_nomul_vert_src =
+{
+ nv12_709_nomul_vert_glsl,
+ NULL, 0
+};
+
+static const char nv12_709_mask_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "varying vec4 col;\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * col\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_709_mask_frag_src =
+{
+ nv12_709_mask_frag_glsl,
+ NULL, 0
+};
+
+static const char nv12_709_mask_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec4 color;\n"
+ "varying vec4 col;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " col = color;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2 * 0.5;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_709_mask_vert_src =
+{
+ nv12_709_mask_vert_glsl,
+ NULL, 0
+};
+
+static const char nv12_709_mask_nomul_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
+ "precision highp float;\n"
+ "#else\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "varying vec2 tex_c;\n"
+ "uniform sampler2D texuv;\n"
+ "varying vec2 tex_c2;\n"
+ "uniform sampler2D texm;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " vec4 c;\n"
+ " float r, g, b, y, u, v, vmu;\n"
+ " y = texture2D(tex, tex_c).g;\n"
+ " u = texture2D(texuv, tex_c2).g;\n"
+ " v = texture2D(texuv, tex_c2).a;\n"
+ " u = u - 0.5;\n"
+ " v = v - 0.5;\n"
+ " y = (y - 0.062) * 1.164;\n"
+ " vmu = (v * 0.534) + (u * 0.213);\n"
+ " v = v * 1.793;\n"
+ " u = u * 2.115;\n"
+ " r = y + v;\n"
+ " g = y - vmu;\n"
+ " b = y + u;\n"
+ " c = vec4(r, g, b, 1.0);\n"
+ " float ma;\n"
+ " ma = texture2D(texm, tex_m).a;\n"
+ " gl_FragColor =\n"
+ " c\n"
+ " * ma\n"
+ " ;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_709_mask_nomul_frag_src =
+{
+ nv12_709_mask_nomul_frag_glsl,
+ NULL, 0
+};
+
+static const char nv12_709_mask_nomul_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision highp float;\n"
+ "#endif\n"
+ "attribute vec4 vertex;\n"
+ "uniform mat4 mvp;\n"
+ "attribute vec2 tex_coord;\n"
+ "varying vec2 tex_c;\n"
+ "attribute vec2 tex_coord2;\n"
+ "varying vec2 tex_c2;\n"
+ "attribute vec4 mask_coord;\n"
+ "varying vec2 tex_m;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = mvp * vertex;\n"
+ " tex_c = tex_coord;\n"
+ " tex_c2 = tex_coord2 * 0.5;\n"
+ " vec4 mask_Position = mvp * vertex * vec4(0.5, sign(mask_coord.w) * 0.5, 0.5, 0.5) + vec4(0.5, 0.5, 0, 0);\n"
+ " tex_m = mask_Position.xy * abs(mask_coord.zw) + mask_coord.xy;\n"
+ "}\n";
+Evas_GL_Program_Source shader_nv12_709_mask_nomul_vert_src =
+{
+ nv12_709_mask_nomul_vert_glsl,
+ NULL, 0
+};
+
+
+static const struct {
+ Evas_GL_Shader id;
+ Evas_GL_Program_Source *vert;
+ Evas_GL_Program_Source *frag;
+ const char *name;
+ Shader_Type type;
+ Shader_Sampling sam;
+ Shader_Sampling masksam;
+ Eina_Bool bgra : 1;
+ Eina_Bool mask : 1;
+ Eina_Bool nomul : 1;
+ Eina_Bool afill : 1;
+} _shaders_source[] = {
+ { SHADER_RECT, &(shader_rect_vert_src), &(shader_rect_frag_src), "rect", SHD_RECT, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_RECT_MASK, &(shader_rect_mask_vert_src), &(shader_rect_mask_frag_src), "rect_mask", SHD_RECT, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_RECT_MASK12, &(shader_rect_mask12_vert_src), &(shader_rect_mask12_frag_src), "rect_mask12", SHD_RECT, SHD_SAM11, SHD_SAM12, 0, 1, 0, 0 },
+ { SHADER_RECT_MASK21, &(shader_rect_mask21_vert_src), &(shader_rect_mask21_frag_src), "rect_mask21", SHD_RECT, SHD_SAM11, SHD_SAM21, 0, 1, 0, 0 },
+ { SHADER_RECT_MASK22, &(shader_rect_mask22_vert_src), &(shader_rect_mask22_frag_src), "rect_mask22", SHD_RECT, SHD_SAM11, SHD_SAM22, 0, 1, 0, 0 },
+ { SHADER_FONT, &(shader_font_vert_src), &(shader_font_frag_src), "font", SHD_FONT, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_FONT_MASK, &(shader_font_mask_vert_src), &(shader_font_mask_frag_src), "font_mask", SHD_FONT, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_FONT_MASK12, &(shader_font_mask12_vert_src), &(shader_font_mask12_frag_src), "font_mask12", SHD_FONT, SHD_SAM11, SHD_SAM12, 0, 1, 0, 0 },
+ { SHADER_FONT_MASK21, &(shader_font_mask21_vert_src), &(shader_font_mask21_frag_src), "font_mask21", SHD_FONT, SHD_SAM11, SHD_SAM21, 0, 1, 0, 0 },
+ { SHADER_FONT_MASK22, &(shader_font_mask22_vert_src), &(shader_font_mask22_frag_src), "font_mask22", SHD_FONT, SHD_SAM11, SHD_SAM22, 0, 1, 0, 0 },
+ { SHADER_IMG, &(shader_img_vert_src), &(shader_img_frag_src), "img", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_IMG_BGRA, &(shader_img_bgra_vert_src), &(shader_img_bgra_frag_src), "img_bgra", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 1, 0, 0, 0 },
+ { SHADER_IMG_12, &(shader_img_12_vert_src), &(shader_img_12_frag_src), "img_12", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_IMG_21, &(shader_img_21_vert_src), &(shader_img_21_frag_src), "img_21", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_IMG_22, &(shader_img_22_vert_src), &(shader_img_22_frag_src), "img_22", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_IMG_12_BGRA, &(shader_img_12_bgra_vert_src), &(shader_img_12_bgra_frag_src), "img_12_bgra", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 1, 0, 0, 0 },
+ { SHADER_IMG_21_BGRA, &(shader_img_21_bgra_vert_src), &(shader_img_21_bgra_frag_src), "img_21_bgra", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 1, 0, 0, 0 },
+ { SHADER_IMG_22_BGRA, &(shader_img_22_bgra_vert_src), &(shader_img_22_bgra_frag_src), "img_22_bgra", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 1, 0, 0, 0 },
+ { SHADER_IMG_MASK, &(shader_img_mask_vert_src), &(shader_img_mask_frag_src), "img_mask", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_IMG_BGRA_MASK, &(shader_img_bgra_mask_vert_src), &(shader_img_bgra_mask_frag_src), "img_bgra_mask", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 1, 1, 0, 0 },
+ { SHADER_IMG_12_MASK, &(shader_img_12_mask_vert_src), &(shader_img_12_mask_frag_src), "img_12_mask", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_IMG_21_MASK, &(shader_img_21_mask_vert_src), &(shader_img_21_mask_frag_src), "img_21_mask", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_IMG_22_MASK, &(shader_img_22_mask_vert_src), &(shader_img_22_mask_frag_src), "img_22_mask", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_IMG_12_BGRA_MASK, &(shader_img_12_bgra_mask_vert_src), &(shader_img_12_bgra_mask_frag_src), "img_12_bgra_mask", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 1, 1, 0, 0 },
+ { SHADER_IMG_21_BGRA_MASK, &(shader_img_21_bgra_mask_vert_src), &(shader_img_21_bgra_mask_frag_src), "img_21_bgra_mask", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 1, 1, 0, 0 },
+ { SHADER_IMG_22_BGRA_MASK, &(shader_img_22_bgra_mask_vert_src), &(shader_img_22_bgra_mask_frag_src), "img_22_bgra_mask", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 1, 1, 0, 0 },
+ { SHADER_IMG_NOMUL, &(shader_img_nomul_vert_src), &(shader_img_nomul_frag_src), "img_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_IMG_BGRA_NOMUL, &(shader_img_bgra_nomul_vert_src), &(shader_img_bgra_nomul_frag_src), "img_bgra_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 1, 0, 1, 0 },
+ { SHADER_IMG_12_NOMUL, &(shader_img_12_nomul_vert_src), &(shader_img_12_nomul_frag_src), "img_12_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_IMG_21_NOMUL, &(shader_img_21_nomul_vert_src), &(shader_img_21_nomul_frag_src), "img_21_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_IMG_22_NOMUL, &(shader_img_22_nomul_vert_src), &(shader_img_22_nomul_frag_src), "img_22_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_IMG_12_BGRA_NOMUL, &(shader_img_12_bgra_nomul_vert_src), &(shader_img_12_bgra_nomul_frag_src), "img_12_bgra_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 1, 0, 1, 0 },
+ { SHADER_IMG_21_BGRA_NOMUL, &(shader_img_21_bgra_nomul_vert_src), &(shader_img_21_bgra_nomul_frag_src), "img_21_bgra_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 1, 0, 1, 0 },
+ { SHADER_IMG_22_BGRA_NOMUL, &(shader_img_22_bgra_nomul_vert_src), &(shader_img_22_bgra_nomul_frag_src), "img_22_bgra_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 1, 0, 1, 0 },
+ { SHADER_IMG_MASK_NOMUL, &(shader_img_mask_nomul_vert_src), &(shader_img_mask_nomul_frag_src), "img_mask_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_IMG_BGRA_MASK_NOMUL, &(shader_img_bgra_mask_nomul_vert_src), &(shader_img_bgra_mask_nomul_frag_src), "img_bgra_mask_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 1, 1, 1, 0 },
+ { SHADER_IMG_12_MASK_NOMUL, &(shader_img_12_mask_nomul_vert_src), &(shader_img_12_mask_nomul_frag_src), "img_12_mask_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_IMG_21_MASK_NOMUL, &(shader_img_21_mask_nomul_vert_src), &(shader_img_21_mask_nomul_frag_src), "img_21_mask_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_IMG_22_MASK_NOMUL, &(shader_img_22_mask_nomul_vert_src), &(shader_img_22_mask_nomul_frag_src), "img_22_mask_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_IMG_12_BGRA_MASK_NOMUL, &(shader_img_12_bgra_mask_nomul_vert_src), &(shader_img_12_bgra_mask_nomul_frag_src), "img_12_bgra_mask_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 1, 1, 1, 0 },
+ { SHADER_IMG_21_BGRA_MASK_NOMUL, &(shader_img_21_bgra_mask_nomul_vert_src), &(shader_img_21_bgra_mask_nomul_frag_src), "img_21_bgra_mask_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 1, 1, 1, 0 },
+ { SHADER_IMG_22_BGRA_MASK_NOMUL, &(shader_img_22_bgra_mask_nomul_vert_src), &(shader_img_22_bgra_mask_nomul_frag_src), "img_22_bgra_mask_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 1, 1, 1, 0 },
+ { SHADER_IMG_MASK12, &(shader_img_mask12_vert_src), &(shader_img_mask12_frag_src), "img_mask12", SHD_IMAGE, SHD_SAM11, SHD_SAM12, 0, 1, 0, 0 },
+ { SHADER_IMG_BGRA_MASK12, &(shader_img_bgra_mask12_vert_src), &(shader_img_bgra_mask12_frag_src), "img_bgra_mask12", SHD_IMAGE, SHD_SAM11, SHD_SAM12, 1, 1, 0, 0 },
+ { SHADER_IMG_12_MASK12, &(shader_img_12_mask12_vert_src), &(shader_img_12_mask12_frag_src), "img_12_mask12", SHD_IMAGE, SHD_SAM12, SHD_SAM12, 0, 1, 0, 0 },
+ { SHADER_IMG_21_MASK12, &(shader_img_21_mask12_vert_src), &(shader_img_21_mask12_frag_src), "img_21_mask12", SHD_IMAGE, SHD_SAM21, SHD_SAM12, 0, 1, 0, 0 },
+ { SHADER_IMG_22_MASK12, &(shader_img_22_mask12_vert_src), &(shader_img_22_mask12_frag_src), "img_22_mask12", SHD_IMAGE, SHD_SAM22, SHD_SAM12, 0, 1, 0, 0 },
+ { SHADER_IMG_12_BGRA_MASK12, &(shader_img_12_bgra_mask12_vert_src), &(shader_img_12_bgra_mask12_frag_src), "img_12_bgra_mask12", SHD_IMAGE, SHD_SAM12, SHD_SAM12, 1, 1, 0, 0 },
+ { SHADER_IMG_21_BGRA_MASK12, &(shader_img_21_bgra_mask12_vert_src), &(shader_img_21_bgra_mask12_frag_src), "img_21_bgra_mask12", SHD_IMAGE, SHD_SAM21, SHD_SAM12, 1, 1, 0, 0 },
+ { SHADER_IMG_22_BGRA_MASK12, &(shader_img_22_bgra_mask12_vert_src), &(shader_img_22_bgra_mask12_frag_src), "img_22_bgra_mask12", SHD_IMAGE, SHD_SAM22, SHD_SAM12, 1, 1, 0, 0 },
+ { SHADER_IMG_MASK12_NOMUL, &(shader_img_mask12_nomul_vert_src), &(shader_img_mask12_nomul_frag_src), "img_mask12_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM12, 0, 1, 1, 0 },
+ { SHADER_IMG_BGRA_MASK12_NOMUL, &(shader_img_bgra_mask12_nomul_vert_src), &(shader_img_bgra_mask12_nomul_frag_src), "img_bgra_mask12_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM12, 1, 1, 1, 0 },
+ { SHADER_IMG_12_MASK12_NOMUL, &(shader_img_12_mask12_nomul_vert_src), &(shader_img_12_mask12_nomul_frag_src), "img_12_mask12_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM12, 0, 1, 1, 0 },
+ { SHADER_IMG_21_MASK12_NOMUL, &(shader_img_21_mask12_nomul_vert_src), &(shader_img_21_mask12_nomul_frag_src), "img_21_mask12_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM12, 0, 1, 1, 0 },
+ { SHADER_IMG_22_MASK12_NOMUL, &(shader_img_22_mask12_nomul_vert_src), &(shader_img_22_mask12_nomul_frag_src), "img_22_mask12_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM12, 0, 1, 1, 0 },
+ { SHADER_IMG_12_BGRA_MASK12_NOMUL, &(shader_img_12_bgra_mask12_nomul_vert_src), &(shader_img_12_bgra_mask12_nomul_frag_src), "img_12_bgra_mask12_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM12, 1, 1, 1, 0 },
+ { SHADER_IMG_21_BGRA_MASK12_NOMUL, &(shader_img_21_bgra_mask12_nomul_vert_src), &(shader_img_21_bgra_mask12_nomul_frag_src), "img_21_bgra_mask12_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM12, 1, 1, 1, 0 },
+ { SHADER_IMG_22_BGRA_MASK12_NOMUL, &(shader_img_22_bgra_mask12_nomul_vert_src), &(shader_img_22_bgra_mask12_nomul_frag_src), "img_22_bgra_mask12_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM12, 1, 1, 1, 0 },
+ { SHADER_IMG_MASK21, &(shader_img_mask21_vert_src), &(shader_img_mask21_frag_src), "img_mask21", SHD_IMAGE, SHD_SAM11, SHD_SAM21, 0, 1, 0, 0 },
+ { SHADER_IMG_BGRA_MASK21, &(shader_img_bgra_mask21_vert_src), &(shader_img_bgra_mask21_frag_src), "img_bgra_mask21", SHD_IMAGE, SHD_SAM11, SHD_SAM21, 1, 1, 0, 0 },
+ { SHADER_IMG_12_MASK21, &(shader_img_12_mask21_vert_src), &(shader_img_12_mask21_frag_src), "img_12_mask21", SHD_IMAGE, SHD_SAM12, SHD_SAM21, 0, 1, 0, 0 },
+ { SHADER_IMG_21_MASK21, &(shader_img_21_mask21_vert_src), &(shader_img_21_mask21_frag_src), "img_21_mask21", SHD_IMAGE, SHD_SAM21, SHD_SAM21, 0, 1, 0, 0 },
+ { SHADER_IMG_22_MASK21, &(shader_img_22_mask21_vert_src), &(shader_img_22_mask21_frag_src), "img_22_mask21", SHD_IMAGE, SHD_SAM22, SHD_SAM21, 0, 1, 0, 0 },
+ { SHADER_IMG_12_BGRA_MASK21, &(shader_img_12_bgra_mask21_vert_src), &(shader_img_12_bgra_mask21_frag_src), "img_12_bgra_mask21", SHD_IMAGE, SHD_SAM12, SHD_SAM21, 1, 1, 0, 0 },
+ { SHADER_IMG_21_BGRA_MASK21, &(shader_img_21_bgra_mask21_vert_src), &(shader_img_21_bgra_mask21_frag_src), "img_21_bgra_mask21", SHD_IMAGE, SHD_SAM21, SHD_SAM21, 1, 1, 0, 0 },
+ { SHADER_IMG_22_BGRA_MASK21, &(shader_img_22_bgra_mask21_vert_src), &(shader_img_22_bgra_mask21_frag_src), "img_22_bgra_mask21", SHD_IMAGE, SHD_SAM22, SHD_SAM21, 1, 1, 0, 0 },
+ { SHADER_IMG_MASK21_NOMUL, &(shader_img_mask21_nomul_vert_src), &(shader_img_mask21_nomul_frag_src), "img_mask21_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM21, 0, 1, 1, 0 },
+ { SHADER_IMG_BGRA_MASK21_NOMUL, &(shader_img_bgra_mask21_nomul_vert_src), &(shader_img_bgra_mask21_nomul_frag_src), "img_bgra_mask21_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM21, 1, 1, 1, 0 },
+ { SHADER_IMG_12_MASK21_NOMUL, &(shader_img_12_mask21_nomul_vert_src), &(shader_img_12_mask21_nomul_frag_src), "img_12_mask21_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM21, 0, 1, 1, 0 },
+ { SHADER_IMG_21_MASK21_NOMUL, &(shader_img_21_mask21_nomul_vert_src), &(shader_img_21_mask21_nomul_frag_src), "img_21_mask21_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM21, 0, 1, 1, 0 },
+ { SHADER_IMG_22_MASK21_NOMUL, &(shader_img_22_mask21_nomul_vert_src), &(shader_img_22_mask21_nomul_frag_src), "img_22_mask21_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM21, 0, 1, 1, 0 },
+ { SHADER_IMG_12_BGRA_MASK21_NOMUL, &(shader_img_12_bgra_mask21_nomul_vert_src), &(shader_img_12_bgra_mask21_nomul_frag_src), "img_12_bgra_mask21_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM21, 1, 1, 1, 0 },
+ { SHADER_IMG_21_BGRA_MASK21_NOMUL, &(shader_img_21_bgra_mask21_nomul_vert_src), &(shader_img_21_bgra_mask21_nomul_frag_src), "img_21_bgra_mask21_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM21, 1, 1, 1, 0 },
+ { SHADER_IMG_22_BGRA_MASK21_NOMUL, &(shader_img_22_bgra_mask21_nomul_vert_src), &(shader_img_22_bgra_mask21_nomul_frag_src), "img_22_bgra_mask21_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM21, 1, 1, 1, 0 },
+ { SHADER_IMG_MASK22, &(shader_img_mask22_vert_src), &(shader_img_mask22_frag_src), "img_mask22", SHD_IMAGE, SHD_SAM11, SHD_SAM22, 0, 1, 0, 0 },
+ { SHADER_IMG_BGRA_MASK22, &(shader_img_bgra_mask22_vert_src), &(shader_img_bgra_mask22_frag_src), "img_bgra_mask22", SHD_IMAGE, SHD_SAM11, SHD_SAM22, 1, 1, 0, 0 },
+ { SHADER_IMG_12_MASK22, &(shader_img_12_mask22_vert_src), &(shader_img_12_mask22_frag_src), "img_12_mask22", SHD_IMAGE, SHD_SAM12, SHD_SAM22, 0, 1, 0, 0 },
+ { SHADER_IMG_21_MASK22, &(shader_img_21_mask22_vert_src), &(shader_img_21_mask22_frag_src), "img_21_mask22", SHD_IMAGE, SHD_SAM21, SHD_SAM22, 0, 1, 0, 0 },
+ { SHADER_IMG_22_MASK22, &(shader_img_22_mask22_vert_src), &(shader_img_22_mask22_frag_src), "img_22_mask22", SHD_IMAGE, SHD_SAM22, SHD_SAM22, 0, 1, 0, 0 },
+ { SHADER_IMG_12_BGRA_MASK22, &(shader_img_12_bgra_mask22_vert_src), &(shader_img_12_bgra_mask22_frag_src), "img_12_bgra_mask22", SHD_IMAGE, SHD_SAM12, SHD_SAM22, 1, 1, 0, 0 },
+ { SHADER_IMG_21_BGRA_MASK22, &(shader_img_21_bgra_mask22_vert_src), &(shader_img_21_bgra_mask22_frag_src), "img_21_bgra_mask22", SHD_IMAGE, SHD_SAM21, SHD_SAM22, 1, 1, 0, 0 },
+ { SHADER_IMG_22_BGRA_MASK22, &(shader_img_22_bgra_mask22_vert_src), &(shader_img_22_bgra_mask22_frag_src), "img_22_bgra_mask22", SHD_IMAGE, SHD_SAM22, SHD_SAM22, 1, 1, 0, 0 },
+ { SHADER_IMG_MASK22_NOMUL, &(shader_img_mask22_nomul_vert_src), &(shader_img_mask22_nomul_frag_src), "img_mask22_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM22, 0, 1, 1, 0 },
+ { SHADER_IMG_BGRA_MASK22_NOMUL, &(shader_img_bgra_mask22_nomul_vert_src), &(shader_img_bgra_mask22_nomul_frag_src), "img_bgra_mask22_nomul", SHD_IMAGE, SHD_SAM11, SHD_SAM22, 1, 1, 1, 0 },
+ { SHADER_IMG_12_MASK22_NOMUL, &(shader_img_12_mask22_nomul_vert_src), &(shader_img_12_mask22_nomul_frag_src), "img_12_mask22_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM22, 0, 1, 1, 0 },
+ { SHADER_IMG_21_MASK22_NOMUL, &(shader_img_21_mask22_nomul_vert_src), &(shader_img_21_mask22_nomul_frag_src), "img_21_mask22_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM22, 0, 1, 1, 0 },
+ { SHADER_IMG_22_MASK22_NOMUL, &(shader_img_22_mask22_nomul_vert_src), &(shader_img_22_mask22_nomul_frag_src), "img_22_mask22_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM22, 0, 1, 1, 0 },
+ { SHADER_IMG_12_BGRA_MASK22_NOMUL, &(shader_img_12_bgra_mask22_nomul_vert_src), &(shader_img_12_bgra_mask22_nomul_frag_src), "img_12_bgra_mask22_nomul", SHD_IMAGE, SHD_SAM12, SHD_SAM22, 1, 1, 1, 0 },
+ { SHADER_IMG_21_BGRA_MASK22_NOMUL, &(shader_img_21_bgra_mask22_nomul_vert_src), &(shader_img_21_bgra_mask22_nomul_frag_src), "img_21_bgra_mask22_nomul", SHD_IMAGE, SHD_SAM21, SHD_SAM22, 1, 1, 1, 0 },
+ { SHADER_IMG_22_BGRA_MASK22_NOMUL, &(shader_img_22_bgra_mask22_nomul_vert_src), &(shader_img_22_bgra_mask22_nomul_frag_src), "img_22_bgra_mask22_nomul", SHD_IMAGE, SHD_SAM22, SHD_SAM22, 1, 1, 1, 0 },
+ { SHADER_IMG_AFILL, &(shader_img_afill_vert_src), &(shader_img_afill_frag_src), "img_afill", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 0, 0, 0, 1 },
+ { SHADER_IMG_BGRA_AFILL, &(shader_img_bgra_afill_vert_src), &(shader_img_bgra_afill_frag_src), "img_bgra_afill", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 1, 0, 0, 1 },
+ { SHADER_IMG_NOMUL_AFILL, &(shader_img_nomul_afill_vert_src), &(shader_img_nomul_afill_frag_src), "img_nomul_afill", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 0, 0, 1, 1 },
+ { SHADER_IMG_BGRA_NOMUL_AFILL, &(shader_img_bgra_nomul_afill_vert_src), &(shader_img_bgra_nomul_afill_frag_src), "img_bgra_nomul_afill", SHD_IMAGE, SHD_SAM11, SHD_SAM11, 1, 0, 1, 1 },
+ { SHADER_IMG_12_AFILL, &(shader_img_12_afill_vert_src), &(shader_img_12_afill_frag_src), "img_12_afill", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 0, 0, 0, 1 },
+ { SHADER_IMG_21_AFILL, &(shader_img_21_afill_vert_src), &(shader_img_21_afill_frag_src), "img_21_afill", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 0, 0, 0, 1 },
+ { SHADER_IMG_22_AFILL, &(shader_img_22_afill_vert_src), &(shader_img_22_afill_frag_src), "img_22_afill", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 0, 0, 0, 1 },
+ { SHADER_IMG_12_BGRA_AFILL, &(shader_img_12_bgra_afill_vert_src), &(shader_img_12_bgra_afill_frag_src), "img_12_bgra_afill", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 1, 0, 0, 1 },
+ { SHADER_IMG_21_BGRA_AFILL, &(shader_img_21_bgra_afill_vert_src), &(shader_img_21_bgra_afill_frag_src), "img_21_bgra_afill", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 1, 0, 0, 1 },
+ { SHADER_IMG_22_BGRA_AFILL, &(shader_img_22_bgra_afill_vert_src), &(shader_img_22_bgra_afill_frag_src), "img_22_bgra_afill", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 1, 0, 0, 1 },
+ { SHADER_IMG_12_NOMUL_AFILL, &(shader_img_12_nomul_afill_vert_src), &(shader_img_12_nomul_afill_frag_src), "img_12_nomul_afill", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 0, 0, 1, 1 },
+ { SHADER_IMG_21_NOMUL_AFILL, &(shader_img_21_nomul_afill_vert_src), &(shader_img_21_nomul_afill_frag_src), "img_21_nomul_afill", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 0, 0, 1, 1 },
+ { SHADER_IMG_22_NOMUL_AFILL, &(shader_img_22_nomul_afill_vert_src), &(shader_img_22_nomul_afill_frag_src), "img_22_nomul_afill", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 0, 0, 1, 1 },
+ { SHADER_IMG_12_BGRA_NOMUL_AFILL, &(shader_img_12_bgra_nomul_afill_vert_src), &(shader_img_12_bgra_nomul_afill_frag_src), "img_12_bgra_nomul_afill", SHD_IMAGE, SHD_SAM12, SHD_SAM11, 1, 0, 1, 1 },
+ { SHADER_IMG_21_BGRA_NOMUL_AFILL, &(shader_img_21_bgra_nomul_afill_vert_src), &(shader_img_21_bgra_nomul_afill_frag_src), "img_21_bgra_nomul_afill", SHD_IMAGE, SHD_SAM21, SHD_SAM11, 1, 0, 1, 1 },
+ { SHADER_IMG_22_BGRA_NOMUL_AFILL, &(shader_img_22_bgra_nomul_afill_vert_src), &(shader_img_22_bgra_nomul_afill_frag_src), "img_22_bgra_nomul_afill", SHD_IMAGE, SHD_SAM22, SHD_SAM11, 1, 0, 1, 1 },
+ { SHADER_RGB_A_PAIR, &(shader_rgb_a_pair_vert_src), &(shader_rgb_a_pair_frag_src), "rgb_a_pair", SHD_RGB_A_PAIR, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_RGB_A_PAIR_MASK, &(shader_rgb_a_pair_mask_vert_src), &(shader_rgb_a_pair_mask_frag_src), "rgb_a_pair_mask", SHD_RGB_A_PAIR, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_RGB_A_PAIR_NOMUL, &(shader_rgb_a_pair_nomul_vert_src), &(shader_rgb_a_pair_nomul_frag_src), "rgb_a_pair_nomul", SHD_RGB_A_PAIR, SHD_SAM11, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_RGB_A_PAIR_MASK_NOMUL, &(shader_rgb_a_pair_mask_nomul_vert_src), &(shader_rgb_a_pair_mask_nomul_frag_src), "rgb_a_pair_mask_nomul", SHD_RGB_A_PAIR, SHD_SAM11, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_TEX_EXTERNAL, &(shader_tex_external_vert_src), &(shader_tex_external_frag_src), "tex_external", SHD_TEX_EXTERNAL, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_TEX_EXTERNAL_AFILL, &(shader_tex_external_afill_vert_src), &(shader_tex_external_afill_frag_src), "tex_external_afill", SHD_TEX_EXTERNAL, SHD_SAM11, SHD_SAM11, 0, 0, 0, 1 },
+ { SHADER_TEX_EXTERNAL_NOMUL, &(shader_tex_external_nomul_vert_src), &(shader_tex_external_nomul_frag_src), "tex_external_nomul", SHD_TEX_EXTERNAL, SHD_SAM11, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_TEX_EXTERNAL_NOMUL_AFILL, &(shader_tex_external_nomul_afill_vert_src), &(shader_tex_external_nomul_afill_frag_src), "tex_external_nomul_afill", SHD_TEX_EXTERNAL, SHD_SAM11, SHD_SAM11, 0, 0, 1, 1 },
+ { SHADER_TEX_EXTERNAL_MASK, &(shader_tex_external_mask_vert_src), &(shader_tex_external_mask_frag_src), "tex_external_mask", SHD_TEX_EXTERNAL, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_TEX_EXTERNAL_MASK_NOMUL, &(shader_tex_external_mask_nomul_vert_src), &(shader_tex_external_mask_nomul_frag_src), "tex_external_mask_nomul", SHD_TEX_EXTERNAL, SHD_SAM11, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_YUV, &(shader_yuv_vert_src), &(shader_yuv_frag_src), "yuv", SHD_YUV, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_YUV_NOMUL, &(shader_yuv_nomul_vert_src), &(shader_yuv_nomul_frag_src), "yuv_nomul", SHD_YUV, SHD_SAM11, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_YUV_MASK, &(shader_yuv_mask_vert_src), &(shader_yuv_mask_frag_src), "yuv_mask", SHD_YUV, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_YUV_MASK_NOMUL, &(shader_yuv_mask_nomul_vert_src), &(shader_yuv_mask_nomul_frag_src), "yuv_mask_nomul", SHD_YUV, SHD_SAM11, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_YUY2, &(shader_yuy2_vert_src), &(shader_yuy2_frag_src), "yuy2", SHD_YUY2, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_YUY2_NOMUL, &(shader_yuy2_nomul_vert_src), &(shader_yuy2_nomul_frag_src), "yuy2_nomul", SHD_YUY2, SHD_SAM11, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_YUY2_MASK, &(shader_yuy2_mask_vert_src), &(shader_yuy2_mask_frag_src), "yuy2_mask", SHD_YUY2, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_YUY2_MASK_NOMUL, &(shader_yuy2_mask_nomul_vert_src), &(shader_yuy2_mask_nomul_frag_src), "yuy2_mask_nomul", SHD_YUY2, SHD_SAM11, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_NV12, &(shader_nv12_vert_src), &(shader_nv12_frag_src), "nv12", SHD_NV12, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_NV12_NOMUL, &(shader_nv12_nomul_vert_src), &(shader_nv12_nomul_frag_src), "nv12_nomul", SHD_NV12, SHD_SAM11, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_NV12_MASK, &(shader_nv12_mask_vert_src), &(shader_nv12_mask_frag_src), "nv12_mask", SHD_NV12, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_NV12_MASK_NOMUL, &(shader_nv12_mask_nomul_vert_src), &(shader_nv12_mask_nomul_frag_src), "nv12_mask_nomul", SHD_NV12, SHD_SAM11, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_YUV_709, &(shader_yuv_709_vert_src), &(shader_yuv_709_frag_src), "yuv_709", SHD_YUV, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_YUV_709_NOMUL, &(shader_yuv_709_nomul_vert_src), &(shader_yuv_709_nomul_frag_src), "yuv_709_nomul", SHD_YUV, SHD_SAM11, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_YUV_709_MASK, &(shader_yuv_709_mask_vert_src), &(shader_yuv_709_mask_frag_src), "yuv_709_mask", SHD_YUV, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_YUV_709_MASK_NOMUL, &(shader_yuv_709_mask_nomul_vert_src), &(shader_yuv_709_mask_nomul_frag_src), "yuv_709_mask_nomul", SHD_YUV, SHD_SAM11, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_YUY2_709, &(shader_yuy2_709_vert_src), &(shader_yuy2_709_frag_src), "yuy2_709", SHD_YUY2, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_YUY2_709_NOMUL, &(shader_yuy2_709_nomul_vert_src), &(shader_yuy2_709_nomul_frag_src), "yuy2_709_nomul", SHD_YUY2, SHD_SAM11, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_YUY2_709_MASK, &(shader_yuy2_709_mask_vert_src), &(shader_yuy2_709_mask_frag_src), "yuy2_709_mask", SHD_YUY2, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_YUY2_709_MASK_NOMUL, &(shader_yuy2_709_mask_nomul_vert_src), &(shader_yuy2_709_mask_nomul_frag_src), "yuy2_709_mask_nomul", SHD_YUY2, SHD_SAM11, SHD_SAM11, 0, 1, 1, 0 },
+ { SHADER_NV12_709, &(shader_nv12_709_vert_src), &(shader_nv12_709_frag_src), "nv12_709", SHD_NV12, SHD_SAM11, SHD_SAM11, 0, 0, 0, 0 },
+ { SHADER_NV12_709_NOMUL, &(shader_nv12_709_nomul_vert_src), &(shader_nv12_709_nomul_frag_src), "nv12_709_nomul", SHD_NV12, SHD_SAM11, SHD_SAM11, 0, 0, 1, 0 },
+ { SHADER_NV12_709_MASK, &(shader_nv12_709_mask_vert_src), &(shader_nv12_709_mask_frag_src), "nv12_709_mask", SHD_NV12, SHD_SAM11, SHD_SAM11, 0, 1, 0, 0 },
+ { SHADER_NV12_709_MASK_NOMUL, &(shader_nv12_709_mask_nomul_vert_src), &(shader_nv12_709_mask_nomul_frag_src), "nv12_709_mask_nomul", SHD_NV12, SHD_SAM11, SHD_SAM11, 0, 1, 1, 0 },
+};
+
diff --git a/src/modules/evas/engines/gl_common/shader/fragment.glsl b/src/modules/evas/engines/gl_common/shader/fragment.glsl
index bf2506d922..3d5b1a4b3c 100644
--- a/src/modules/evas/engines/gl_common/shader/fragment.glsl
+++ b/src/modules/evas/engines/gl_common/shader/fragment.glsl
@@ -66,9 +66,17 @@ varying vec2 masktex_s[4];
# define SWZ aaaa
#else
# ifndef SHD_BGRA
-# define SWZ bgra
+# ifdef BIGENDIAN
+# define SWZ gbar
+# else
+# define SWZ bgra
+#endif
# else
-# define SWZ rgba
+# ifdef BIGENDIAN
+# define SWZ grab
+# else
+# define SWZ rgba
+# endif
# endif
#endif
diff --git a/src/modules/evas/engines/gl_common/shader/gen_shaders.sh b/src/modules/evas/engines/gl_common/shader/gen_shaders.sh
index ca27fc5824..db1cad4fbc 100755
--- a/src/modules/evas/engines/gl_common/shader/gen_shaders.sh
+++ b/src/modules/evas/engines/gl_common/shader/gen_shaders.sh
@@ -2,8 +2,9 @@
set -e
+ENDIAN="$1"
DIR=`dirname $0`
-OUTPUT=${DIR}/evas_gl_shaders.x
+OUTPUT=${DIR}/evas_gl_shaders"$1".x
OUTPUT_ENUM=${DIR}/evas_gl_enum.x
CPP="cpp -P"
@@ -82,6 +83,7 @@ for (( i = 0; i < ${#SHADERS[@]} ; i++ )) ; do
echo " SHADER $name"
UNAME=`echo ${name} |tr "[:lower:]" "[:upper:]"`
OPTS=""
+ if [[ "$1" == "_bigendian" ]] ; then OPTS="-DBIGENDIAN"; fi
FGM=${FGM_HEADER}
TYPE=`echo ${name} |cut -d '_' -f 1 |tr '[:lower:]' '[:upper:]'`
bgra=0