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authorJean-Philippe Andre <jp.andre@samsung.com>2015-02-12 14:56:03 +0900
committerJean-Philippe Andre <jp.andre@samsung.com>2015-02-12 15:01:39 +0900
commitcfd337a758ab379ebb6b89c6d8d8f8f8c8786c87 (patch)
treebe709d66d9aa723fdb285a9972f932af83cff406
parent651f0ae2411cea5373bef091ac3b189adf98815a (diff)
downloadefl-cfd337a758ab379ebb6b89c6d8d8f8f8c8786c87.tar.gz
Revert "Evas GL common: Use uniform instead of attribute for sample"
This reverts commit 986b60eaf0175b3592883c85cfb6f5f5a280f31d. Added PUSH_SAMPLE for simplicity. It was dumb of me to use uniforms, so I added a comment to prevent other dumb people from making the same mistake later.
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_common.h5
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_context.c56
-rw-r--r--src/modules/evas/engines/gl_common/evas_gl_shader.c2
-rw-r--r--src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x176
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_12_bgra_nomul_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_12_bgra_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_12_nomul_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_12_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_21_bgra_nomul_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_21_bgra_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_21_nomul_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_21_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_22_bgra_nomul_vert.shd10
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_22_bgra_vert.shd10
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_22_nomul_vert.shd10
-rw-r--r--src/modules/evas/engines/gl_common/shader/img_22_vert.shd10
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_12_afill_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_12_nomul_afill_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_12_nomul_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_12_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_21_afill_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_21_nomul_afill_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_21_nomul_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_21_vert.shd6
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_22_afill_vert.shd10
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_22_nomul_afill_vert.shd10
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_22_nomul_vert.shd10
-rw-r--r--src/modules/evas/engines/gl_common/shader/tex_22_vert.shd10
28 files changed, 235 insertions, 180 deletions
diff --git a/src/modules/evas/engines/gl_common/evas_gl_common.h b/src/modules/evas/engines/gl_common/evas_gl_common.h
index c8c21973bf..8bb414bca4 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_common.h
+++ b/src/modules/evas/engines/gl_common/evas_gl_common.h
@@ -276,7 +276,8 @@
#define SHAD_TEXUV2 3
#define SHAD_TEXUV3 4
#define SHAD_TEXA 5
-#define SHAD_TEXM 6
+#define SHAD_TEXSAM 6
+#define SHAD_TEXM 7
typedef struct _Evas_GL_Program Evas_GL_Program;
typedef struct _Evas_GL_Program_Source Evas_GL_Program_Source;
@@ -478,6 +479,7 @@ struct _Evas_Engine_GL_Context
GLfloat *texuv2;
GLfloat *texuv3;
GLfloat *texa;
+ GLfloat *texsam;
GLfloat *texm;
Eina_List *uniforms; /* Evas_GL_Uniform */
Eina_Bool line: 1;
@@ -487,6 +489,7 @@ struct _Evas_Engine_GL_Context
Eina_Bool use_texuv2 : 1;
Eina_Bool use_texuv3 : 1;
Eina_Bool use_texa : 1;
+ Eina_Bool use_texsam : 1;
Eina_Bool use_texm : 1;
Eina_Bool anti_alias : 1;
Evas_GL_Image *im;
diff --git a/src/modules/evas/engines/gl_common/evas_gl_context.c b/src/modules/evas/engines/gl_common/evas_gl_context.c
index c7b0bcda58..2b4e267515 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_context.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_context.c
@@ -928,6 +928,7 @@ evas_gl_common_context_free(Evas_Engine_GL_Context *gc)
if (gc->pipe[i].array.texa) free(gc->pipe[i].array.texa);
if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
+ if (gc->pipe[i].array.texsam) free(gc->pipe[i].array.texsam);
if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
}
}
@@ -1216,6 +1217,9 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
#define PUSH_TEXM(n, u, v) do { \
gc->pipe[n].array.texm[nm++] = u; \
gc->pipe[n].array.texm[nm++] = v; } while(0)
+#define PUSH_TEXSAM(n, x, y) do { \
+ gc->pipe[n].array.texsam[ns++] = x; \
+ gc->pipe[n].array.texsam[ns++] = y; } while(0)
#define PUSH_6_VERTICES(pn, x, y, w, h) do { \
PUSH_VERTEX(pn, x , y , 0); PUSH_VERTEX(pn, x + w, y , 0); \
@@ -1238,6 +1242,10 @@ evas_gl_common_context_target_surface_set(Evas_Engine_GL_Context *gc,
PUSH_TEXA(pn, x1, y1); PUSH_TEXA(pn, x2, y1); PUSH_TEXA(pn, x1, y2); \
PUSH_TEXA(pn, x2, y1); PUSH_TEXA(pn, x2, y2); PUSH_TEXA(pn, x1, y2); \
} while (0)
+#define PUSH_SAMPLES(pn, dx, dy) do { \
+ PUSH_TEXSAM(pn, dx, dy); PUSH_TEXSAM(pn, dx, dy); PUSH_TEXSAM(pn, dx, dy); \
+ PUSH_TEXSAM(pn, dx, dy); PUSH_TEXSAM(pn, dx, dy); PUSH_TEXSAM(pn, dx, dy); \
+ } while (0)
#define PUSH_6_COLORS(pn, r, g, b, a) \
do { int i; for (i = 0; i < 6; i++) PUSH_COLOR(pn, r, g, b, a); } while(0)
@@ -1283,6 +1291,7 @@ array_alloc(Evas_Engine_GL_Context *gc, int n)
ALOC(texa, GLfloat, 2);
ALOC(texuv2, GLfloat, 2);
ALOC(texuv3, GLfloat, 2);
+ ALOC(texsam, GLfloat, 2);
ALOC(texm, GLfloat, 2);
return;
}
@@ -1298,6 +1307,7 @@ array_alloc(Evas_Engine_GL_Context *gc, int n)
RALOC(texa, GLfloat, 2);
RALOC(texuv2, GLfloat, 2);
RALOC(texuv3, GLfloat, 2);
+ RALOC(texsam, GLfloat, 2);
RALOC(texm, GLfloat, 2);
}
@@ -1641,6 +1651,7 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
+ gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = 0;
PIPE_GROW(gc, pn, 2);
@@ -1661,6 +1672,7 @@ evas_gl_common_context_line_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
+ gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = 0;
}
@@ -1713,6 +1725,7 @@ again:
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
+ gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = !!mtex;
}
else
@@ -1764,6 +1777,7 @@ again:
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
+ gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = !!mtex;
}
}
@@ -1799,6 +1813,7 @@ again:
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = 0;
+ gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = !!mtex;
#endif
@@ -2044,6 +2059,7 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texm = !!mtex;
+ gc->pipe[pn].array.use_texsam = sam;
pipe_region_expand(gc, pn, x, y, w, h);
PIPE_GROW(gc, pn, 6);
@@ -2068,9 +2084,17 @@ evas_gl_common_context_image_push(Evas_Engine_GL_Context *gc,
if (sam)
{
+ /* Note: Although these values look like constants (did anyone say
+ * uniforms?), they are passed to the GLSL program as attributes so
+ * that we can nicely pipe multiple glDrawArrays together by pushing
+ * more vertices. Setting uniforms would break the whole concept of
+ * piping commands into a single call to glDrawArrays.
+ * Don't be as dumb as me and keep these vertices as is.
+ * -- jpeg
+ */
double samx = (double)(sw) / (double)(tex->pt->w * w * 4);
double samy = (double)(sh) / (double)(tex->pt->h * h * 4);
- PUSH_UNIFORM(pn, shader, EVAS_GL_UNIFORM_VEC2, sample, samx, samy);
+ PUSH_SAMPLES(pn, samx, samy);
}
PUSH_MASK(pn, mtex, mx, my, mw, mh);
@@ -2123,6 +2147,7 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texm = !!mtex;
+ gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
PIPE_GROW(gc, pn, 6);
@@ -2201,6 +2226,7 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv2 = 1;
gc->pipe[pn].array.use_texuv3 = 1;
gc->pipe[pn].array.use_texm = !!mtex;
+ gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
PIPE_GROW(gc, pn, 6);
@@ -2275,6 +2301,7 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv2 = 1;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texm = !!mtex;
+ gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
PIPE_GROW(gc, pn, 6);
@@ -2350,6 +2377,7 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv2 = 1;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texm = !!mtex;
+ gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
PIPE_GROW(gc, pn, 6);
@@ -2430,6 +2458,7 @@ evas_gl_common_context_rgb_a_pair_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv2 = 0;
gc->pipe[pn].array.use_texuv3 = 0;
gc->pipe[pn].array.use_texa = EINA_TRUE;
+ gc->pipe[pn].array.use_texsam = 0;
gc->pipe[pn].array.use_texm = !!mtex;
pipe_region_expand(gc, pn, x, y, w, h);
@@ -2660,6 +2689,7 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;
gc->pipe[pn].array.use_texm = !!mtex;
gc->pipe[pn].array.use_texa = 0;
+ gc->pipe[pn].array.use_texsam = 0;
pipe_region_expand(gc, pn, x, y, w, h);
PIPE_GROW(gc, pn, 6);
@@ -3078,6 +3108,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
unsigned char *texuv2_ptr = NULL;
unsigned char *texuv3_ptr = NULL;
unsigned char *texa_ptr = NULL;
+ unsigned char *texsam_ptr = NULL;
unsigned char *texm_ptr = NULL;
if (glsym_glMapBuffer && glsym_glUnmapBuffer)
@@ -3093,7 +3124,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
texuv2_ptr = texuv_ptr + TEX_SIZE;
texuv3_ptr = texuv2_ptr + TEX_SIZE;
texa_ptr = texuv3_ptr + TEX_SIZE;
- texm_ptr = texa_ptr + TEX_SIZE;
+ texsam_ptr = texa_ptr + TEX_SIZE;
+ texm_ptr = texsam_ptr + TEX_SIZE;
# define END_POINTER (texm_ptr + TEX_SIZE)
glBindBuffer(GL_ARRAY_BUFFER, gc->pipe[i].array.buffer);
@@ -3122,10 +3154,12 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
memcpy(x + (unsigned long)texuv3_ptr, gc->pipe[i].array.texuv3, TEX_SIZE);
if (gc->pipe[i].array.use_texa)
memcpy(x + (unsigned long)texa_ptr, gc->pipe[i].array.texa, TEX_SIZE);
+ if (gc->pipe[i].array.use_texsam)
+ memcpy(x + (unsigned long)texsam_ptr, gc->pipe[i].array.texsam, TEX_SIZE);
if (gc->pipe[i].array.use_texm)
memcpy(x + (unsigned long)texm_ptr, gc->pipe[i].array.texm, TEX_SIZE);
/*
- fprintf(stderr, "copy %i bytes [%i/%i slots] [%i + %i + %i + %i + %i + %i + %i] <%i %i %i %i %i %i>\n",
+ fprintf(stderr, "copy %i bytes [%i/%i slots] [%i + %i + %i + %i + %i + %i + %i] <%i %i %i %i %i %i %i>\n",
(int)((unsigned char *)END_POINTER),
gc->pipe[i].array.num,
gc->pipe[i].array.alloc,
@@ -3136,6 +3170,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
gc->pipe[i].array.use_texuv2,
gc->pipe[i].array.use_texuv3,
gc->pipe[i].array.use_texa,
+ gc->pipe[i].array.use_texsam,
gc->pipe[i].array.use_texm);
*/
glsym_glUnmapBuffer(GL_ARRAY_BUFFER);
@@ -3150,6 +3185,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
texuv2_ptr = (unsigned char *)gc->pipe[i].array.texuv2;
texuv3_ptr = (unsigned char *)gc->pipe[i].array.texuv3;
texa_ptr = (unsigned char *)gc->pipe[i].array.texa;
+ texsam_ptr = (unsigned char *)gc->pipe[i].array.texsam;
texm_ptr = (unsigned char *)gc->pipe[i].array.texm;
}
glVertexAttribPointer(SHAD_VERTEX, 3, GL_SHORT, GL_FALSE, 0, (void *)vertex_ptr);
@@ -3173,6 +3209,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
glDisableVertexAttribArray(SHAD_TEXUV2);
glDisableVertexAttribArray(SHAD_TEXUV3);
glDisableVertexAttribArray(SHAD_TEXA);
+ glDisableVertexAttribArray(SHAD_TEXSAM);
glDisableVertexAttribArray(SHAD_TEXM);
glDrawArrays(GL_LINES, 0, gc->pipe[i].array.num);
}
@@ -3225,6 +3262,16 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
glDisableVertexAttribArray(SHAD_TEXA);
}
+ if (gc->pipe[i].array.use_texsam)
+ {
+ glEnableVertexAttribArray(SHAD_TEXSAM);
+ glVertexAttribPointer(SHAD_TEXSAM, 2, GL_FLOAT, GL_FALSE, 0, (void *)texsam_ptr);
+ }
+ else
+ {
+ glDisableVertexAttribArray(SHAD_TEXSAM);
+ }
+
if ((gc->pipe[i].array.use_texuv2) && (gc->pipe[i].array.use_texuv3))
{
glEnableVertexAttribArray(SHAD_TEXUV2);
@@ -3374,6 +3421,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (gc->pipe[i].array.texa) free(gc->pipe[i].array.texa);
if (gc->pipe[i].array.texuv2) free(gc->pipe[i].array.texuv2);
if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
+ if (gc->pipe[i].array.texsam) free(gc->pipe[i].array.texsam);
if (gc->pipe[i].array.texm) free(gc->pipe[i].array.texm);
gc->pipe[i].array.line = 0;
@@ -3383,6 +3431,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
gc->pipe[i].array.use_texuv2 = 0;
gc->pipe[i].array.use_texuv3 = 0;
gc->pipe[i].array.use_texa = 0;
+ gc->pipe[i].array.use_texsam = 0;
gc->pipe[i].array.use_texm = 0;
gc->pipe[i].array.vertex = NULL;
@@ -3391,6 +3440,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
gc->pipe[i].array.texa = NULL;
gc->pipe[i].array.texuv2 = NULL;
gc->pipe[i].array.texuv3 = NULL;
+ gc->pipe[i].array.texsam = NULL;
gc->pipe[i].array.texm = NULL;
gc->pipe[i].array.num = 0;
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 b181344ace..212dc858c5 100644
--- a/src/modules/evas/engines/gl_common/evas_gl_shader.c
+++ b/src/modules/evas/engines/gl_common/evas_gl_shader.c
@@ -82,6 +82,7 @@ _evas_gl_common_shader_program_binary_init(Evas_GL_Program *p,
glBindAttribLocation(p->prog, SHAD_TEXUV2, "tex_coord2");
glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
glBindAttribLocation(p->prog, SHAD_TEXA, "tex_coorda");
+ glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
glGetProgramiv(p->prog, GL_LINK_STATUS, &ok);
@@ -197,6 +198,7 @@ _evas_gl_common_shader_program_source_init(Evas_GL_Program *p,
glBindAttribLocation(p->prog, SHAD_TEXUV2, "tex_coord2");
glBindAttribLocation(p->prog, SHAD_TEXUV3, "tex_coord3");
glBindAttribLocation(p->prog, SHAD_TEXA, "tex_coorda");
+ glBindAttribLocation(p->prog, SHAD_TEXSAM, "tex_sample");
glBindAttribLocation(p->prog, SHAD_TEXM, "tex_coordm");
glLinkProgram(p->prog);
diff --git a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
index 50ed71249f..712a84924e 100644
--- a/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
+++ b/src/modules/evas/engines/gl_common/shader/evas_gl_shaders.x
@@ -156,7 +156,7 @@ static const char const img_12_bgra_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
@@ -165,8 +165,8 @@ static const char const img_12_bgra_nomul_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(0, -sample.y);\n"
- " tex_s[1] = vec2(0, sample.y);\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 =
@@ -183,7 +183,7 @@ static const char const img_12_bgra_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -194,8 +194,8 @@ static const char const img_12_bgra_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(0, -sample.y);\n"
- " tex_s[1] = vec2(0, sample.y);\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 =
@@ -262,7 +262,7 @@ static const char const img_12_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
@@ -271,8 +271,8 @@ static const char const img_12_nomul_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(0, -sample.y);\n"
- " tex_s[1] = vec2(0, sample.y);\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 =
@@ -289,7 +289,7 @@ static const char const img_12_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -300,8 +300,8 @@ static const char const img_12_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(0, -sample.y);\n"
- " tex_s[1] = vec2(0, sample.y);\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 =
@@ -368,7 +368,7 @@ static const char const img_21_bgra_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
@@ -377,8 +377,8 @@ static const char const img_21_bgra_nomul_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, 0);\n"
- " tex_s[1] = vec2( sample.x, 0);\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 =
@@ -395,7 +395,7 @@ static const char const img_21_bgra_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -406,8 +406,8 @@ static const char const img_21_bgra_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, 0);\n"
- " tex_s[1] = vec2( sample.x, 0);\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 =
@@ -474,7 +474,7 @@ static const char const img_21_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
@@ -483,8 +483,8 @@ static const char const img_21_nomul_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, 0);\n"
- " tex_s[1] = vec2( sample.x, 0);\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 =
@@ -501,7 +501,7 @@ static const char const img_21_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -512,8 +512,8 @@ static const char const img_21_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, 0);\n"
- " tex_s[1] = vec2( sample.x, 0);\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 =
@@ -584,7 +584,7 @@ static const char const img_22_bgra_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
@@ -593,10 +593,10 @@ static const char const img_22_bgra_nomul_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, -sample.y);\n"
- " tex_s[1] = vec2( sample.x, -sample.y);\n"
- " tex_s[2] = vec2( sample.x, sample.y);\n"
- " tex_s[3] = vec2(-sample.x, sample.y);\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 =
@@ -613,7 +613,7 @@ static const char const img_22_bgra_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -624,10 +624,10 @@ static const char const img_22_bgra_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, -sample.y);\n"
- " tex_s[1] = vec2( sample.x, -sample.y);\n"
- " tex_s[2] = vec2( sample.x, sample.y);\n"
- " tex_s[3] = vec2(-sample.x, sample.y);\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 =
@@ -698,7 +698,7 @@ static const char const img_22_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
@@ -707,10 +707,10 @@ static const char const img_22_nomul_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, -sample.y);\n"
- " tex_s[1] = vec2( sample.x, -sample.y);\n"
- " tex_s[2] = vec2( sample.x, sample.y);\n"
- " tex_s[3] = vec2(-sample.x, sample.y);\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 =
@@ -727,7 +727,7 @@ static const char const img_22_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -738,10 +738,10 @@ static const char const img_22_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, -sample.y);\n"
- " tex_s[1] = vec2( sample.x, -sample.y);\n"
- " tex_s[2] = vec2( sample.x, sample.y);\n"
- " tex_s[3] = vec2(-sample.x, sample.y);\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 =
@@ -1210,7 +1210,7 @@ static const char const tex_12_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -1221,8 +1221,8 @@ static const char const tex_12_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(0, -sample.y);\n"
- " tex_s[1] = vec2(0, sample.y);\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_tex_12_vert_src =
@@ -1263,7 +1263,7 @@ static const char const tex_12_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
@@ -1272,8 +1272,8 @@ static const char const tex_12_nomul_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(0, -sample.y);\n"
- " tex_s[1] = vec2(0, sample.y);\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_tex_12_nomul_vert_src =
@@ -1316,7 +1316,7 @@ static const char const tex_21_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -1327,8 +1327,8 @@ static const char const tex_21_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, 0);\n"
- " tex_s[1] = vec2( sample.x, 0);\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_tex_21_vert_src =
@@ -1369,7 +1369,7 @@ static const char const tex_21_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
@@ -1378,8 +1378,8 @@ static const char const tex_21_nomul_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, 0);\n"
- " tex_s[1] = vec2( sample.x, 0);\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_tex_21_nomul_vert_src =
@@ -1424,7 +1424,7 @@ static const char const tex_22_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -1435,10 +1435,10 @@ static const char const tex_22_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, -sample.y);\n"
- " tex_s[1] = vec2( sample.x, -sample.y);\n"
- " tex_s[2] = vec2( sample.x, sample.y);\n"
- " tex_s[3] = vec2(-sample.x, sample.y);\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_tex_22_vert_src =
@@ -1481,7 +1481,7 @@ static const char const tex_22_nomul_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
@@ -1490,10 +1490,10 @@ static const char const tex_22_nomul_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, -sample.y);\n"
- " tex_s[1] = vec2( sample.x, -sample.y);\n"
- " tex_s[2] = vec2( sample.x, sample.y);\n"
- " tex_s[3] = vec2(-sample.x, sample.y);\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_tex_22_nomul_vert_src =
@@ -1671,7 +1671,7 @@ static const char const tex_22_afill_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -1682,10 +1682,10 @@ static const char const tex_22_afill_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, -sample.y);\n"
- " tex_s[1] = vec2( sample.x, -sample.y);\n"
- " tex_s[2] = vec2( sample.x, sample.y);\n"
- " tex_s[3] = vec2(-sample.x, sample.y);\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_tex_22_afill_vert_src =
@@ -1729,7 +1729,7 @@ static const char const tex_21_afill_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -1740,8 +1740,8 @@ static const char const tex_21_afill_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, 0);\n"
- " tex_s[1] = vec2( sample.x, 0);\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_tex_21_afill_vert_src =
@@ -1785,7 +1785,7 @@ static const char const tex_12_afill_vert_glsl[] =
"attribute vec4 vertex;\n"
"attribute vec4 color;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec4 col;\n"
"varying vec2 tex_c;\n"
@@ -1796,8 +1796,8 @@ static const char const tex_12_afill_vert_glsl[] =
" gl_Position = mvp * vertex;\n"
" col = color;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(0, -sample.y);\n"
- " tex_s[1] = vec2(0, sample.y);\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_tex_12_afill_vert_src =
@@ -1841,7 +1841,7 @@ static const char const tex_22_nomul_afill_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[4];\n"
@@ -1850,10 +1850,10 @@ static const char const tex_22_nomul_afill_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, -sample.y);\n"
- " tex_s[1] = vec2( sample.x, -sample.y);\n"
- " tex_s[2] = vec2( sample.x, sample.y);\n"
- " tex_s[3] = vec2(-sample.x, sample.y);\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_tex_22_nomul_afill_vert_src =
@@ -1895,7 +1895,7 @@ static const char const tex_21_nomul_afill_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
@@ -1904,8 +1904,8 @@ static const char const tex_21_nomul_afill_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(-sample.x, 0);\n"
- " tex_s[1] = vec2( sample.x, 0);\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_tex_21_nomul_afill_vert_src =
@@ -1947,7 +1947,7 @@ static const char const tex_12_nomul_afill_vert_glsl[] =
"#endif\n"
"attribute vec4 vertex;\n"
"attribute vec2 tex_coord;\n"
- "uniform vec2 sample;\n"
+ "attribute vec2 tex_sample;\n"
"uniform mat4 mvp;\n"
"varying vec2 tex_c;\n"
"varying vec2 tex_s[2];\n"
@@ -1956,8 +1956,8 @@ static const char const tex_12_nomul_afill_vert_glsl[] =
"{\n"
" gl_Position = mvp * vertex;\n"
" tex_c = tex_coord;\n"
- " tex_s[0] = vec2(0, -sample.y);\n"
- " tex_s[1] = vec2(0, sample.y);\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_tex_12_nomul_afill_vert_src =
diff --git a/src/modules/evas/engines/gl_common/shader/img_12_bgra_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_12_bgra_nomul_vert.shd
index 0d45f9890b..40144aae07 100644
--- a/src/modules/evas/engines/gl_common/shader/img_12_bgra_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_12_bgra_nomul_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[2];
@@ -12,7 +12,7 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(0, -sample.y);
- tex_s[1] = vec2(0, sample.y);
+ tex_s[0] = vec2(0, -tex_sample.y);
+ tex_s[1] = vec2(0, tex_sample.y);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_12_bgra_vert.shd b/src/modules/evas/engines/gl_common/shader/img_12_bgra_vert.shd
index df2b9f091f..810d73aaaa 100644
--- a/src/modules/evas/engines/gl_common/shader/img_12_bgra_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_12_bgra_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,7 +15,7 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(0, -sample.y);
- tex_s[1] = vec2(0, sample.y);
+ tex_s[0] = vec2(0, -tex_sample.y);
+ tex_s[1] = vec2(0, tex_sample.y);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_12_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_12_nomul_vert.shd
index 0d45f9890b..40144aae07 100644
--- a/src/modules/evas/engines/gl_common/shader/img_12_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_12_nomul_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[2];
@@ -12,7 +12,7 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(0, -sample.y);
- tex_s[1] = vec2(0, sample.y);
+ tex_s[0] = vec2(0, -tex_sample.y);
+ tex_s[1] = vec2(0, tex_sample.y);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_12_vert.shd b/src/modules/evas/engines/gl_common/shader/img_12_vert.shd
index df2b9f091f..810d73aaaa 100644
--- a/src/modules/evas/engines/gl_common/shader/img_12_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_12_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,7 +15,7 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(0, -sample.y);
- tex_s[1] = vec2(0, sample.y);
+ tex_s[0] = vec2(0, -tex_sample.y);
+ tex_s[1] = vec2(0, tex_sample.y);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_21_bgra_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_21_bgra_nomul_vert.shd
index ea6d9e07eb..a6b149f5c5 100644
--- a/src/modules/evas/engines/gl_common/shader/img_21_bgra_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_21_bgra_nomul_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[2];
@@ -12,7 +12,7 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, 0);
- tex_s[1] = vec2( sample.x, 0);
+ tex_s[0] = vec2(-tex_sample.x, 0);
+ tex_s[1] = vec2( tex_sample.x, 0);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_21_bgra_vert.shd b/src/modules/evas/engines/gl_common/shader/img_21_bgra_vert.shd
index 915eb36629..98d9154a73 100644
--- a/src/modules/evas/engines/gl_common/shader/img_21_bgra_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_21_bgra_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,7 +15,7 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, 0);
- tex_s[1] = vec2( sample.x, 0);
+ tex_s[0] = vec2(-tex_sample.x, 0);
+ tex_s[1] = vec2( tex_sample.x, 0);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_21_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_21_nomul_vert.shd
index ea6d9e07eb..a6b149f5c5 100644
--- a/src/modules/evas/engines/gl_common/shader/img_21_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_21_nomul_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[2];
@@ -12,7 +12,7 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, 0);
- tex_s[1] = vec2( sample.x, 0);
+ tex_s[0] = vec2(-tex_sample.x, 0);
+ tex_s[1] = vec2( tex_sample.x, 0);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_21_vert.shd b/src/modules/evas/engines/gl_common/shader/img_21_vert.shd
index 915eb36629..98d9154a73 100644
--- a/src/modules/evas/engines/gl_common/shader/img_21_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_21_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,7 +15,7 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, 0);
- tex_s[1] = vec2( sample.x, 0);
+ tex_s[0] = vec2(-tex_sample.x, 0);
+ tex_s[1] = vec2( tex_sample.x, 0);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_22_bgra_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_22_bgra_nomul_vert.shd
index b8c6dbfd83..e6303d782d 100644
--- a/src/modules/evas/engines/gl_common/shader/img_22_bgra_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_22_bgra_nomul_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[4];
@@ -12,9 +12,9 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, -sample.y);
- tex_s[1] = vec2( sample.x, -sample.y);
- tex_s[2] = vec2( sample.x, sample.y);
- tex_s[3] = vec2(-sample.x, sample.y);
+ tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
+ tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
+ tex_s[2] = vec2( tex_sample.x, tex_sample.y);
+ tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
div_s = vec4(4, 4, 4, 4);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_22_bgra_vert.shd b/src/modules/evas/engines/gl_common/shader/img_22_bgra_vert.shd
index 5816b96bb5..e964ea1e81 100644
--- a/src/modules/evas/engines/gl_common/shader/img_22_bgra_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_22_bgra_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,9 +15,9 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, -sample.y);
- tex_s[1] = vec2( sample.x, -sample.y);
- tex_s[2] = vec2( sample.x, sample.y);
- tex_s[3] = vec2(-sample.x, sample.y);
+ tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
+ tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
+ tex_s[2] = vec2( tex_sample.x, tex_sample.y);
+ tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
div_s = vec4(4, 4, 4, 4);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_22_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/img_22_nomul_vert.shd
index b8c6dbfd83..e6303d782d 100644
--- a/src/modules/evas/engines/gl_common/shader/img_22_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_22_nomul_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[4];
@@ -12,9 +12,9 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, -sample.y);
- tex_s[1] = vec2( sample.x, -sample.y);
- tex_s[2] = vec2( sample.x, sample.y);
- tex_s[3] = vec2(-sample.x, sample.y);
+ tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
+ tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
+ tex_s[2] = vec2( tex_sample.x, tex_sample.y);
+ tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
div_s = vec4(4, 4, 4, 4);
}
diff --git a/src/modules/evas/engines/gl_common/shader/img_22_vert.shd b/src/modules/evas/engines/gl_common/shader/img_22_vert.shd
index 5816b96bb5..e964ea1e81 100644
--- a/src/modules/evas/engines/gl_common/shader/img_22_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/img_22_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,9 +15,9 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, -sample.y);
- tex_s[1] = vec2( sample.x, -sample.y);
- tex_s[2] = vec2( sample.x, sample.y);
- tex_s[3] = vec2(-sample.x, sample.y);
+ tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
+ tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
+ tex_s[2] = vec2( tex_sample.x, tex_sample.y);
+ tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
div_s = vec4(4, 4, 4, 4);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_12_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_12_afill_vert.shd
index df2b9f091f..810d73aaaa 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_12_afill_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_12_afill_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,7 +15,7 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(0, -sample.y);
- tex_s[1] = vec2(0, sample.y);
+ tex_s[0] = vec2(0, -tex_sample.y);
+ tex_s[1] = vec2(0, tex_sample.y);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_12_nomul_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_12_nomul_afill_vert.shd
index 0d45f9890b..40144aae07 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_12_nomul_afill_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_12_nomul_afill_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[2];
@@ -12,7 +12,7 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(0, -sample.y);
- tex_s[1] = vec2(0, sample.y);
+ tex_s[0] = vec2(0, -tex_sample.y);
+ tex_s[1] = vec2(0, tex_sample.y);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_12_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_12_nomul_vert.shd
index 0d45f9890b..40144aae07 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_12_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_12_nomul_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[2];
@@ -12,7 +12,7 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(0, -sample.y);
- tex_s[1] = vec2(0, sample.y);
+ tex_s[0] = vec2(0, -tex_sample.y);
+ tex_s[1] = vec2(0, tex_sample.y);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_12_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_12_vert.shd
index df2b9f091f..810d73aaaa 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_12_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_12_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,7 +15,7 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(0, -sample.y);
- tex_s[1] = vec2(0, sample.y);
+ tex_s[0] = vec2(0, -tex_sample.y);
+ tex_s[1] = vec2(0, tex_sample.y);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_21_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_21_afill_vert.shd
index 915eb36629..98d9154a73 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_21_afill_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_21_afill_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,7 +15,7 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, 0);
- tex_s[1] = vec2( sample.x, 0);
+ tex_s[0] = vec2(-tex_sample.x, 0);
+ tex_s[1] = vec2( tex_sample.x, 0);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_21_nomul_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_21_nomul_afill_vert.shd
index ea6d9e07eb..a6b149f5c5 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_21_nomul_afill_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_21_nomul_afill_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[2];
@@ -12,7 +12,7 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, 0);
- tex_s[1] = vec2( sample.x, 0);
+ tex_s[0] = vec2(-tex_sample.x, 0);
+ tex_s[1] = vec2( tex_sample.x, 0);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_21_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_21_nomul_vert.shd
index ea6d9e07eb..a6b149f5c5 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_21_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_21_nomul_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[2];
@@ -12,7 +12,7 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, 0);
- tex_s[1] = vec2( sample.x, 0);
+ tex_s[0] = vec2(-tex_sample.x, 0);
+ tex_s[1] = vec2( tex_sample.x, 0);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_21_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_21_vert.shd
index 915eb36629..98d9154a73 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_21_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_21_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,7 +15,7 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, 0);
- tex_s[1] = vec2( sample.x, 0);
+ tex_s[0] = vec2(-tex_sample.x, 0);
+ tex_s[1] = vec2( tex_sample.x, 0);
div_s = vec4(2, 2, 2, 2);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_22_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_22_afill_vert.shd
index 5816b96bb5..e964ea1e81 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_22_afill_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_22_afill_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,9 +15,9 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, -sample.y);
- tex_s[1] = vec2( sample.x, -sample.y);
- tex_s[2] = vec2( sample.x, sample.y);
- tex_s[3] = vec2(-sample.x, sample.y);
+ tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
+ tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
+ tex_s[2] = vec2( tex_sample.x, tex_sample.y);
+ tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
div_s = vec4(4, 4, 4, 4);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_22_nomul_afill_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_22_nomul_afill_vert.shd
index b8c6dbfd83..e6303d782d 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_22_nomul_afill_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_22_nomul_afill_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[4];
@@ -12,9 +12,9 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, -sample.y);
- tex_s[1] = vec2( sample.x, -sample.y);
- tex_s[2] = vec2( sample.x, sample.y);
- tex_s[3] = vec2(-sample.x, sample.y);
+ tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
+ tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
+ tex_s[2] = vec2( tex_sample.x, tex_sample.y);
+ tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
div_s = vec4(4, 4, 4, 4);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_22_nomul_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_22_nomul_vert.shd
index b8c6dbfd83..e6303d782d 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_22_nomul_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_22_nomul_vert.shd
@@ -3,7 +3,7 @@ precision highp float;
#endif
attribute vec4 vertex;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec2 tex_c;
varying vec2 tex_s[4];
@@ -12,9 +12,9 @@ void main()
{
gl_Position = mvp * vertex;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, -sample.y);
- tex_s[1] = vec2( sample.x, -sample.y);
- tex_s[2] = vec2( sample.x, sample.y);
- tex_s[3] = vec2(-sample.x, sample.y);
+ tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
+ tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
+ tex_s[2] = vec2( tex_sample.x, tex_sample.y);
+ tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
div_s = vec4(4, 4, 4, 4);
}
diff --git a/src/modules/evas/engines/gl_common/shader/tex_22_vert.shd b/src/modules/evas/engines/gl_common/shader/tex_22_vert.shd
index 5816b96bb5..e964ea1e81 100644
--- a/src/modules/evas/engines/gl_common/shader/tex_22_vert.shd
+++ b/src/modules/evas/engines/gl_common/shader/tex_22_vert.shd
@@ -4,7 +4,7 @@ precision highp float;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 tex_coord;
-uniform vec2 sample;
+attribute vec2 tex_sample;
uniform mat4 mvp;
varying vec4 col;
varying vec2 tex_c;
@@ -15,9 +15,9 @@ void main()
gl_Position = mvp * vertex;
col = color;
tex_c = tex_coord;
- tex_s[0] = vec2(-sample.x, -sample.y);
- tex_s[1] = vec2( sample.x, -sample.y);
- tex_s[2] = vec2( sample.x, sample.y);
- tex_s[3] = vec2(-sample.x, sample.y);
+ tex_s[0] = vec2(-tex_sample.x, -tex_sample.y);
+ tex_s[1] = vec2( tex_sample.x, -tex_sample.y);
+ tex_s[2] = vec2( tex_sample.x, tex_sample.y);
+ tex_s[3] = vec2(-tex_sample.x, tex_sample.y);
div_s = vec4(4, 4, 4, 4);
}