Adding GLSL100 for tess renderer. Diffs= 4d115b4c6 Adding GLSL100 for tess renderer. (#4767)
diff --git a/.rive_head b/.rive_head index 5a4c484..4b15a4d 100644 --- a/.rive_head +++ b/.rive_head
@@ -1 +1 @@ -31a3972aafa3123c8c2bc44fa7a48220ef2af2ca +4d115b4c66d00b99bbfcd9a978b3b27d7f18b2d0
diff --git a/tess/build/macosx/build_tess.sh b/tess/build/macosx/build_tess.sh index 0e5ca0f..6e8884f 100755 --- a/tess/build/macosx/build_tess.sh +++ b/tess/build/macosx/build_tess.sh
@@ -61,7 +61,7 @@ done # compile shaders -$DEPENDENCIES/bin/sokol-shdc --input ../src/sokol/shader.glsl --output ../src/sokol/generated/shader.h --slang glsl330:hlsl5:metal_macos:metal_ios:metal_sim:glsl300es +$DEPENDENCIES/bin/sokol-shdc --input ../src/sokol/shader.glsl --output ../src/sokol/generated/shader.h --slang glsl330:hlsl5:metal_macos:metal_ios:metal_sim:glsl300es:glsl100 make config=$CONFIG -j$(($(sysctl -n hw.physicalcpu) + 1))
diff --git a/tess/src/sokol/generated/shader.h b/tess/src/sokol/generated/shader.h index ad354ae..e5ba73a 100644 --- a/tess/src/sokol/generated/shader.h +++ b/tess/src/sokol/generated/shader.h
@@ -4,7 +4,7 @@ Generated by sokol-shdc (https://github.com/floooh/sokol-tools) - Cmdline: sokol-shdc --input ../src/sokol/shader.glsl --output ../src/sokol/generated/shader.h --slang glsl330:hlsl5:metal_macos:metal_ios:metal_sim:glsl300es + Cmdline: sokol-shdc --input ../src/sokol/shader.glsl --output ../src/sokol/generated/shader.h --slang glsl330:hlsl5:metal_macos:metal_ios:metal_sim:glsl300es:glsl100 Overview: @@ -394,6 +394,264 @@ 0x0a,0x7d,0x0a,0x0a,0x00, }; /* + #version 100 + + uniform vec4 vs_params[4]; + attribute vec2 position; + varying vec2 uv; + attribute vec2 texcoord0; + + void main() + { + gl_Position = mat4(vs_params[0], vs_params[1], vs_params[2], vs_params[3]) * vec4(position.x, position.y, 0.0, 1.0); + uv = texcoord0; + } + +*/ +static const char vs_source_glsl100[269] = { + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x31,0x30,0x30,0x0a,0x0a,0x75,0x6e, + 0x69,0x66,0x6f,0x72,0x6d,0x20,0x76,0x65,0x63,0x34,0x20,0x76,0x73,0x5f,0x70,0x61, + 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vec2(distance(_22.gradientStart, _22.gradientEnd)); + } + } + } + +*/ +static const char vs_path_source_glsl100[699] = { + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x31,0x30,0x30,0x0a,0x0a,0x73,0x74, + 0x72,0x75,0x63,0x74,0x20,0x76,0x73,0x5f,0x70,0x61,0x74,0x68,0x5f,0x70,0x61,0x72, + 0x61,0x6d,0x73,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x6d,0x61,0x74,0x34,0x20,0x6d, + 0x76,0x70,0x3b,0x0a,0x20,0x20,0x20,0x20,0x69,0x6e,0x74,0x20,0x66,0x69,0x6c,0x6c, + 0x54,0x79,0x70,0x65,0x3b,0x0a,0x20,0x20,0x20,0x20,0x76,0x65,0x63,0x32,0x20,0x67, + 0x72,0x61,0x64,0x69,0x65,0x6e,0x74,0x53,0x74,0x61,0x72,0x74,0x3b,0x0a,0x20,0x20, + 0x20,0x20,0x76,0x65,0x63,0x32,0x20,0x67,0x72,0x61,0x64,0x69,0x65,0x6e,0x74,0x45, + 0x6e,0x64,0x3b,0x0a,0x7d,0x3b,0x0a,0x0a,0x75,0x6e,0x69,0x66,0x6f,0x72,0x6d,0x20, + 0x76,0x73,0x5f,0x70,0x61,0x74,0x68,0x5f,0x70,0x61,0x72,0x61,0x6d,0x73,0x20,0x5f, + 0x32,0x32,0x3b,0x0a,0x0a,0x61,0x74,0x74,0x72,0x69,0x62,0x75,0x74,0x65,0x20,0x76, + 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uniform fs_path_uniforms _18; + + varying highp vec2 gradient_uv; + + void main() + { + if (_18.fillType == 0) + { + gl_FragData[0] = _18.colors[0]; + } + else + { + highp float _39; + if (_18.fillType == 1) + { + _39 = gradient_uv.x; + } + else + { + _39 = length(gradient_uv); + } + highp vec4 color = mix(_18.colors[0], _18.colors[1], vec4(smoothstep(_18.stops[0].x, _18.stops[0].y, _39))); + for (int i = 1; i < 15; i++) + { + if (i >= (_18.stopCount - 1)) + { + break; + } + int _91 = i + 1; + color = mix(color, _18.colors[_91], vec4(smoothstep(_18.stops[i / 4][i % 4], _18.stops[_91 / 4][_91 % 4], _39))); + } + gl_FragData[0] = color; + } + } + +*/ +static const char fs_path_source_glsl100[996] = { + 0x23,0x76,0x65,0x72,0x73,0x69,0x6f,0x6e,0x20,0x31,0x30,0x30,0x0a,0x70,0x72,0x65, + 0x63,0x69,0x73,0x69,0x6f,0x6e,0x20,0x6d,0x65,0x64,0x69,0x75,0x6d,0x70,0x20,0x66, + 0x6c,0x6f,0x61,0x74,0x3b,0x0a,0x70,0x72,0x65,0x63,0x69,0x73,0x69,0x6f,0x6e,0x20, + 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+2840,29 @@ } return &desc; } + if (backend == SG_BACKEND_GLES2) { + static sg_shader_desc desc; + static bool valid; + if (!valid) { + valid = true; + desc.attrs[0].name = "position"; + desc.attrs[1].name = "texcoord0"; + desc.vs.source = vs_source_glsl100; + desc.vs.entry = "main"; + desc.vs.uniform_blocks[0].size = 64; + desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; + desc.vs.uniform_blocks[0].uniforms[0].name = "vs_params"; + desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_FLOAT4; + desc.vs.uniform_blocks[0].uniforms[0].array_count = 4; + desc.fs.source = fs_source_glsl100; + desc.fs.entry = "main"; + desc.fs.images[0].name = "tex"; + desc.fs.images[0].image_type = SG_IMAGETYPE_2D; + desc.fs.images[0].sampler_type = SG_SAMPLERTYPE_FLOAT; + desc.label = "rive_tess_shader"; + } + return &desc; + } if (backend == SG_BACKEND_GLES3) { static sg_shader_desc desc; static bool valid; @@ -2728,6 +3009,48 @@ } return &desc; } + if (backend == SG_BACKEND_GLES2) { + static sg_shader_desc desc; + static bool valid; + if (!valid) { + valid = true; + desc.attrs[0].name = "position"; + desc.vs.source = vs_path_source_glsl100; + desc.vs.entry = "main"; + desc.vs.uniform_blocks[0].size = 96; + desc.vs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; + desc.vs.uniform_blocks[0].uniforms[0].name = "_22.mvp"; + desc.vs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_MAT4; + desc.vs.uniform_blocks[0].uniforms[0].array_count = 1; + desc.vs.uniform_blocks[0].uniforms[1].name = "_22.fillType"; + desc.vs.uniform_blocks[0].uniforms[1].type = SG_UNIFORMTYPE_INT; + desc.vs.uniform_blocks[0].uniforms[1].array_count = 1; + desc.vs.uniform_blocks[0].uniforms[2].name = "_22.gradientStart"; + desc.vs.uniform_blocks[0].uniforms[2].type = SG_UNIFORMTYPE_FLOAT2; + desc.vs.uniform_blocks[0].uniforms[2].array_count = 1; + desc.vs.uniform_blocks[0].uniforms[3].name = "_22.gradientEnd"; + desc.vs.uniform_blocks[0].uniforms[3].type = SG_UNIFORMTYPE_FLOAT2; + desc.vs.uniform_blocks[0].uniforms[3].array_count = 1; + desc.fs.source = fs_path_source_glsl100; + desc.fs.entry = "main"; + desc.fs.uniform_blocks[0].size = 352; + desc.fs.uniform_blocks[0].layout = SG_UNIFORMLAYOUT_STD140; + desc.fs.uniform_blocks[0].uniforms[0].name = "_18.fillType"; + desc.fs.uniform_blocks[0].uniforms[0].type = SG_UNIFORMTYPE_INT; + desc.fs.uniform_blocks[0].uniforms[0].array_count = 1; + desc.fs.uniform_blocks[0].uniforms[1].name = "_18.colors"; + desc.fs.uniform_blocks[0].uniforms[1].type = SG_UNIFORMTYPE_FLOAT4; + desc.fs.uniform_blocks[0].uniforms[1].array_count = 16; + desc.fs.uniform_blocks[0].uniforms[2].name = "_18.stops"; + desc.fs.uniform_blocks[0].uniforms[2].type = SG_UNIFORMTYPE_FLOAT4; + desc.fs.uniform_blocks[0].uniforms[2].array_count = 4; + desc.fs.uniform_blocks[0].uniforms[3].name = "_18.stopCount"; + desc.fs.uniform_blocks[0].uniforms[3].type = SG_UNIFORMTYPE_INT; + desc.fs.uniform_blocks[0].uniforms[3].array_count = 1; + desc.label = "rive_tess_path_shader"; + } + return &desc; + } if (backend == SG_BACKEND_GLES3) { static sg_shader_desc desc; static bool valid;