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-rw-r--r--common.h2
-rw-r--r--cube-shadertoy.c455
-rw-r--r--cube-tex.c3
-rw-r--r--kmscube.c12
-rw-r--r--meson.build1
5 files changed, 469 insertions, 4 deletions
diff --git a/common.h b/common.h
index 9548e2a..d7c3e50 100644
--- a/common.h
+++ b/common.h
@@ -148,10 +148,12 @@ enum mode {
NV12_2IMG, /* NV12, handled as two textures and converted to RGB in shader */
NV12_1IMG, /* NV12, imported as planar YUV eglimg */
VIDEO, /* video textured cube */
+ SHADERTOY, /* display shadertoy shader */
};
const struct egl * init_cube_smooth(const struct gbm *gbm, int samples);
const struct egl * init_cube_tex(const struct gbm *gbm, enum mode mode, int samples);
+const struct egl * init_cube_shadertoy(const struct gbm *gbm, const char *shadertoy, int samples);
#ifdef HAVE_GST
diff --git a/cube-shadertoy.c b/cube-shadertoy.c
new file mode 100644
index 0000000..7642285
--- /dev/null
+++ b/cube-shadertoy.c
@@ -0,0 +1,455 @@
+/*
+ * Copyright © 2020 Google, Inc.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sub license,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+#define _GNU_SOURCE
+
+#include <assert.h>
+#include <err.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <unistd.h>
+#include <string.h>
+#include <sys/mman.h>
+#include <sys/types.h>
+#include <sys/stat.h>
+#include <fcntl.h>
+
+#include <GLES3/gl3.h>
+
+#include "common.h"
+#include "esUtil.h"
+
+static struct {
+ struct egl egl;
+
+ const struct gbm *gbm;
+
+ /* Shadertoy rendering (to FBO): */
+ GLuint stoy_program;
+ GLuint stoy_fbo, stoy_fbotex;
+ GLint stoy_time_loc;
+ GLuint stoy_vbo;
+
+ /* Cube rendering (textures from FBO): */
+ GLfloat aspect;
+ GLuint program;
+ /* uniform handles: */
+ GLint modelviewmatrix, modelviewprojectionmatrix, normalmatrix;
+ GLint texture;
+ GLuint vbo;
+ GLuint positionsoffset, texcoordsoffset, normalsoffset;
+ GLuint tex[2];
+} gl;
+
+static const GLfloat vVertices[] = {
+ // front
+ -1.0f, -1.0f, +1.0f,
+ +1.0f, -1.0f, +1.0f,
+ -1.0f, +1.0f, +1.0f,
+ +1.0f, +1.0f, +1.0f,
+ // back
+ +1.0f, -1.0f, -1.0f,
+ -1.0f, -1.0f, -1.0f,
+ +1.0f, +1.0f, -1.0f,
+ -1.0f, +1.0f, -1.0f,
+ // right
+ +1.0f, -1.0f, +1.0f,
+ +1.0f, -1.0f, -1.0f,
+ +1.0f, +1.0f, +1.0f,
+ +1.0f, +1.0f, -1.0f,
+ // left
+ -1.0f, -1.0f, -1.0f,
+ -1.0f, -1.0f, +1.0f,
+ -1.0f, +1.0f, -1.0f,
+ -1.0f, +1.0f, +1.0f,
+ // top
+ -1.0f, +1.0f, +1.0f,
+ +1.0f, +1.0f, +1.0f,
+ -1.0f, +1.0f, -1.0f,
+ +1.0f, +1.0f, -1.0f,
+ // bottom
+ -1.0f, -1.0f, -1.0f,
+ +1.0f, -1.0f, -1.0f,
+ -1.0f, -1.0f, +1.0f,
+ +1.0f, -1.0f, +1.0f,
+};
+
+static const GLfloat vTexCoords[] = {
+ //front
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //back
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //right
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //left
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //top
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ //bottom
+ 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 0.0f, 1.0f,
+};
+
+static const GLfloat vNormals[] = {
+ // front
+ +0.0f, +0.0f, +1.0f, // forward
+ +0.0f, +0.0f, +1.0f, // forward
+ +0.0f, +0.0f, +1.0f, // forward
+ +0.0f, +0.0f, +1.0f, // forward
+ // back
+ +0.0f, +0.0f, -1.0f, // backward
+ +0.0f, +0.0f, -1.0f, // backward
+ +0.0f, +0.0f, -1.0f, // backward
+ +0.0f, +0.0f, -1.0f, // backward
+ // right
+ +1.0f, +0.0f, +0.0f, // right
+ +1.0f, +0.0f, +0.0f, // right
+ +1.0f, +0.0f, +0.0f, // right
+ +1.0f, +0.0f, +0.0f, // right
+ // left
+ -1.0f, +0.0f, +0.0f, // left
+ -1.0f, +0.0f, +0.0f, // left
+ -1.0f, +0.0f, +0.0f, // left
+ -1.0f, +0.0f, +0.0f, // left
+ // top
+ +0.0f, +1.0f, +0.0f, // up
+ +0.0f, +1.0f, +0.0f, // up
+ +0.0f, +1.0f, +0.0f, // up
+ +0.0f, +1.0f, +0.0f, // up
+ // bottom
+ +0.0f, -1.0f, +0.0f, // down
+ +0.0f, -1.0f, +0.0f, // down
+ +0.0f, -1.0f, +0.0f, // down
+ +0.0f, -1.0f, +0.0f // down
+};
+
+static const char *cube_vs =
+ "uniform mat4 modelviewMatrix; \n"
+ "uniform mat4 modelviewprojectionMatrix;\n"
+ "uniform mat3 normalMatrix; \n"
+ " \n"
+ "attribute vec4 in_position; \n"
+ "attribute vec3 in_normal; \n"
+ "attribute vec2 in_TexCoord; \n"
+ " \n"
+ "vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n"
+ " \n"
+ "varying vec4 vVaryingColor; \n"
+ "varying vec2 vTexCoord; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = modelviewprojectionMatrix * in_position;\n"
+ " vec3 vEyeNormal = normalMatrix * in_normal;\n"
+ " vec4 vPosition4 = modelviewMatrix * in_position;\n"
+ " vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n"
+ " vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n"
+ " float diff = max(0.0, dot(vEyeNormal, vLightDir));\n"
+ " vVaryingColor = vec4(diff * vec3(1.0, 1.0, 1.0), 1.0);\n"
+ " vTexCoord = in_TexCoord; \n"
+ "} \n";
+
+static const char *cube_fs =
+ "precision mediump float; \n"
+ " \n"
+ "uniform sampler2D uTex; \n"
+ " \n"
+ "varying vec4 vVaryingColor; \n"
+ "varying vec2 vTexCoord; \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = vVaryingColor * texture2D(uTex, vTexCoord);\n"
+ "} \n";
+
+static const char *shadertoy_vs =
+ "attribute vec3 position; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = vec4(position, 1.0);\n"
+ "} \n";
+
+static const char *shadertoy_fs_tmpl =
+ "precision mediump float; \n"
+ "uniform vec3 iResolution; // viewport resolution (in pixels) \n"
+ "uniform float iGlobalTime; // shader playback time (in seconds) \n"
+ "uniform vec4 iMouse; // mouse pixel coords \n"
+ "uniform vec4 iDate; // (year, month, day, time in seconds) \n"
+ "uniform float iSampleRate; // sound sample rate (i.e., 44100) \n"
+ "uniform vec3 iChannelResolution[4]; // channel resolution (in pixels) \n"
+ "uniform float iChannelTime[4]; // channel playback time (in sec) \n"
+ "uniform float iTime; \n"
+ " \n"
+ "%s \n"
+ " \n"
+ "void main() \n"
+ "{ \n"
+ " mainImage(gl_FragColor, gl_FragCoord.xy); \n"
+ "} \n";
+
+
+static const uint32_t texw = 512, texh = 512;
+
+static int load_shader(const char *file)
+{
+ struct stat statbuf;
+ char *frag;
+ int fd, ret;
+
+ /* load src file: */
+ fd = open(file, 0);
+ if (fd < 0) {
+ err(fd, "could not open '%s'", file);
+ }
+
+ ret = fstat(fd, &statbuf);
+ if (ret < 0) {
+ err(ret, "could not stat '%s'", file);
+ }
+
+ const char *text =
+ mmap(NULL, statbuf.st_size, PROT_READ, MAP_PRIVATE, fd, 0);
+
+ asprintf(&frag, shadertoy_fs_tmpl, text);
+
+ return create_program(shadertoy_vs, frag);
+}
+
+static int init_shadertoy(const char *file)
+{
+ int ret = load_shader(file);
+ gl.stoy_program = ret;
+
+ glBindAttribLocation(gl.program, 0, "position");
+
+ ret = link_program(gl.stoy_program);
+
+ glUseProgram(gl.stoy_program);
+ gl.stoy_time_loc = glGetUniformLocation(gl.stoy_program, "iTime");
+
+ /* we can set iResolution a single time, it doesn't change: */
+ GLint resolution_location = glGetUniformLocation(gl.stoy_program, "iResolution");
+ glUniform3f(resolution_location, texw, texh, 0);
+
+ glGenFramebuffers(1, &gl.stoy_fbo);
+ glGenTextures(1, &gl.stoy_fbotex);
+ glBindFramebuffer(GL_FRAMEBUFFER, gl.stoy_fbo);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, gl.stoy_fbotex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texw, texh, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
+ gl.stoy_fbotex, 0);
+
+ const GLfloat vertices[] = {
+ -1.0f, -1.0f, 0.0f,
+ 1.0f, -1.0f, 0.0f,
+ -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 0.0f,
+ };
+ glGenBuffers(1, &gl.stoy_vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, gl.stoy_vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), 0, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), &vertices[0]);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)0);
+
+ return 0;
+}
+
+static void draw_shadertoy(unsigned i)
+{
+ GLenum mrt_bufs[] = {GL_COLOR_ATTACHMENT0};
+
+ glBindFramebuffer(GL_FRAMEBUFFER, gl.stoy_fbo);
+ glViewport(0, 0, texw, texh);
+
+ glUseProgram(gl.stoy_program);
+ glUniform1f(gl.stoy_time_loc, (float)i / 60.0f);
+
+ glBindBuffer(GL_ARRAY_BUFFER, gl.stoy_vbo);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)0);
+ glEnableVertexAttribArray(0);
+
+ glDrawBuffers(1, mrt_bufs);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableVertexAttribArray(0);
+
+ /* switch back to back buffer: */
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
+static void draw_cube_shadertoy(unsigned i)
+{
+ ESMatrix modelview;
+
+ draw_shadertoy(i);
+
+ glViewport(0, 0, gl.gbm->width, gl.gbm->height);
+ glEnable(GL_CULL_FACE);
+
+ /* clear the color buffer */
+ glClearColor(0.5, 0.5, 0.5, 1.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glUseProgram(gl.program);
+
+ esMatrixLoadIdentity(&modelview);
+ esTranslate(&modelview, 0.0f, 0.0f, -8.0f);
+ esRotate(&modelview, 45.0f + (0.25f * i), 1.0f, 0.0f, 0.0f);
+ esRotate(&modelview, 45.0f - (0.5f * i), 0.0f, 1.0f, 0.0f);
+ esRotate(&modelview, 10.0f + (0.15f * i), 0.0f, 0.0f, 1.0f);
+
+ ESMatrix projection;
+ esMatrixLoadIdentity(&projection);
+ esFrustum(&projection, -2.8f, +2.8f, -2.8f * gl.aspect, +2.8f * gl.aspect, 6.0f, 10.0f);
+
+ ESMatrix modelviewprojection;
+ esMatrixLoadIdentity(&modelviewprojection);
+ esMatrixMultiply(&modelviewprojection, &modelview, &projection);
+
+ float normal[9];
+ normal[0] = modelview.m[0][0];
+ normal[1] = modelview.m[0][1];
+ normal[2] = modelview.m[0][2];
+ normal[3] = modelview.m[1][0];
+ normal[4] = modelview.m[1][1];
+ normal[5] = modelview.m[1][2];
+ normal[6] = modelview.m[2][0];
+ normal[7] = modelview.m[2][1];
+ normal[8] = modelview.m[2][2];
+
+ glUniformMatrix4fv(gl.modelviewmatrix, 1, GL_FALSE, &modelview.m[0][0]);
+ glUniformMatrix4fv(gl.modelviewprojectionmatrix, 1, GL_FALSE, &modelviewprojection.m[0][0]);
+ glUniformMatrix3fv(gl.normalmatrix, 1, GL_FALSE, normal);
+
+ glBindBuffer(GL_ARRAY_BUFFER, gl.vbo);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.positionsoffset);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.normalsoffset);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.texcoordsoffset);
+ glEnableVertexAttribArray(2);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, gl.stoy_fbotex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT);
+ glUniform1i(gl.texture, 0); /* '0' refers to texture unit 0. */
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 4, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 8, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 12, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 16, 4);
+ glDrawArrays(GL_TRIANGLE_STRIP, 20, 4);
+
+ glDisableVertexAttribArray(0);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(2);
+}
+
+const struct egl * init_cube_shadertoy(const struct gbm *gbm, const char *file, int samples)
+{
+ int ret;
+
+ ret = init_egl(&gl.egl, gbm, samples);
+ if (ret)
+ return NULL;
+
+ gl.aspect = (GLfloat)(gbm->height) / (GLfloat)(gbm->width);
+ gl.gbm = gbm;
+
+ ret = create_program(cube_vs, cube_fs);
+ if (ret < 0)
+ return NULL;
+
+ gl.program = ret;
+
+ glBindAttribLocation(gl.program, 0, "in_position");
+ glBindAttribLocation(gl.program, 1, "in_normal");
+ glBindAttribLocation(gl.program, 2, "in_color");
+
+ ret = link_program(gl.program);
+ if (ret)
+ return NULL;
+
+ glUseProgram(gl.program);
+
+ gl.modelviewmatrix = glGetUniformLocation(gl.program, "modelviewMatrix");
+ gl.modelviewprojectionmatrix = glGetUniformLocation(gl.program, "modelviewprojectionMatrix");
+ gl.normalmatrix = glGetUniformLocation(gl.program, "normalMatrix");
+ gl.texture = glGetUniformLocation(gl.program, "uTex");
+
+ glViewport(0, 0, gbm->width, gbm->height);
+ glEnable(GL_CULL_FACE);
+
+ gl.positionsoffset = 0;
+ gl.texcoordsoffset = sizeof(vVertices);
+ gl.normalsoffset = sizeof(vVertices) + sizeof(vTexCoords);
+
+ glGenBuffers(1, &gl.vbo);
+ glBindBuffer(GL_ARRAY_BUFFER, gl.vbo);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices) + sizeof(vTexCoords) + sizeof(vNormals), 0, GL_STATIC_DRAW);
+ glBufferSubData(GL_ARRAY_BUFFER, gl.positionsoffset, sizeof(vVertices), &vVertices[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, gl.texcoordsoffset, sizeof(vTexCoords), &vTexCoords[0]);
+ glBufferSubData(GL_ARRAY_BUFFER, gl.normalsoffset, sizeof(vNormals), &vNormals[0]);
+ glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.positionsoffset);
+ glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.normalsoffset);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(intptr_t)gl.texcoordsoffset);
+
+ ret = init_shadertoy(file);
+ if (ret) {
+ printf("failed to initialize\n");
+ return NULL;
+ }
+
+ gl.egl.draw = draw_cube_shadertoy;
+
+ return &gl.egl;
+}
diff --git a/cube-tex.c b/cube-tex.c
index 2714084..c8f24c0 100644
--- a/cube-tex.c
+++ b/cube-tex.c
@@ -516,8 +516,7 @@ static int init_tex(enum mode mode)
return init_tex_nv12_2img();
case NV12_1IMG:
return init_tex_nv12_1img();
- case SMOOTH:
- case VIDEO:
+ default:
assert(!"unreachable");
return -1;
}
diff --git a/kmscube.c b/kmscube.c
index 7c344ab..b2d959f 100644
--- a/kmscube.c
+++ b/kmscube.c
@@ -41,7 +41,7 @@ static const struct egl *egl;
static const struct gbm *gbm;
static const struct drm *drm;
-static const char *shortopts = "AD:f:M:m:s:V:v:";
+static const char *shortopts = "AD:f:M:m:S:s:V:v:";
static const struct option longopts[] = {
{"atomic", no_argument, 0, 'A'},
@@ -57,7 +57,7 @@ static const struct option longopts[] = {
static void usage(const char *name)
{
- printf("Usage: %s [-ADfMmsVv]\n"
+ printf("Usage: %s [-ADfMmSsVv]\n"
"\n"
"options:\n"
" -A, --atomic use atomic modesetting and fencing\n"
@@ -69,6 +69,7 @@ static void usage(const char *name)
" nv12-2img - yuv textured (color conversion in shader)\n"
" nv12-1img - yuv textured (single nv12 texture)\n"
" -m, --modifier=MODIFIER hardcode the selected modifier\n"
+ " -S, --shadertoy=FILE use specified shadertoy shader\n"
" -s, --samples=N use MSAA\n"
" -V, --video=FILE video textured cube\n"
" -v, --vmode=VMODE specify the video mode in the format\n"
@@ -80,6 +81,7 @@ int main(int argc, char *argv[])
{
const char *device = NULL;
const char *video = NULL;
+ const char *shadertoy = NULL;
char mode_str[DRM_DISPLAY_MODE_LEN] = "";
char *p;
enum mode mode = SMOOTH;
@@ -137,6 +139,10 @@ int main(int argc, char *argv[])
case 'm':
modifier = strtoull(optarg, NULL, 0);
break;
+ case 'S':
+ mode = SHADERTOY;
+ shadertoy = optarg;
+ break;
case 's':
samples = strtoul(optarg, NULL, 0);
break;
@@ -183,6 +189,8 @@ int main(int argc, char *argv[])
egl = init_cube_smooth(gbm, samples);
else if (mode == VIDEO)
egl = init_cube_video(gbm, video, samples);
+ else if (mode == SHADERTOY)
+ egl = init_cube_shadertoy(gbm, shadertoy, samples);
else
egl = init_cube_tex(gbm, mode, samples);
diff --git a/meson.build b/meson.build
index df9c315..5d7df61 100644
--- a/meson.build
+++ b/meson.build
@@ -35,6 +35,7 @@ endif
sources = files(
'common.c',
+ 'cube-shadertoy.c',
'cube-smooth.c',
'cube-tex.c',
'drm-atomic.c',