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] = {
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+ 0x78,0x63,0x6f,0x6f,0x72,0x64,0x30,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
+};
+/*
+ #version 100
+ precision mediump float;
+ precision highp int;
+
+ uniform highp sampler2D tex;
+
+ varying highp vec2 uv;
+
+ void main()
+ {
+ gl_FragData[0] = texture2D(tex, uv);
+ }
+
+*/
+static const char fs_source_glsl100[173] = {
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+};
+/*
+ #version 100
+
+ struct vs_path_params
+ {
+ mat4 mvp;
+ int fillType;
+ vec2 gradientStart;
+ vec2 gradientEnd;
+ };
+
+ uniform vs_path_params _22;
+
+ attribute vec2 position;
+ varying vec2 gradient_uv;
+
+ void main()
+ {
+ gl_Position = _22.mvp * vec4(position, 0.0, 1.0);
+ if (_22.fillType == 1)
+ {
+ vec2 _54 = _22.gradientEnd - _22.gradientStart;
+ float _59 = _54.x;
+ float _64 = _54.y;
+ gradient_uv.x = dot(position - _22.gradientStart, _54) / ((_59 * _59) + (_64 * _64));
+ }
+ else
+ {
+ if (_22.fillType == 2)
+ {
+ gradient_uv = (position - _22.gradientStart) / vec2(distance(_22.gradientStart, _22.gradientEnd));
+ }
+ }
+ }
+
+*/
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+};
+/*
+ #version 100
+ precision mediump float;
+ precision highp int;
+
+ struct fs_path_uniforms
+ {
+ int fillType;
+ highp vec4 colors[16];
+ highp vec4 stops[4];
+ int stopCount;
+ };
+
+ 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] = {
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+ 0x7d,0x0a,0x0a,0x00,
+};
+/*
#version 300 es
uniform vec4 vs_params[4];
@@ -2582,6 +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;