OpenGL: simple 2D shader with flat color
Flat color means each primitive will use color from the provoking vertex.
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@@ -102,6 +102,8 @@ set(SRC
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data_to_c_simple(shaders/gpu_shader_2D_uniform_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_flat_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
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@@ -92,6 +92,7 @@ typedef enum GPUBuiltinShader {
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/* for simple drawing */
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GPU_SHADER_2D_UNIFORM_COLOR,
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GPU_SHADER_2D_FLAT_COLOR,
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GPU_SHADER_2D_SMOOTH_COLOR,
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} GPUBuiltinShader;
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@@ -48,6 +48,8 @@
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/* Non-generated shaders */
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extern char datatoc_gpu_shader_2D_uniform_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_flat_color_frag_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
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@@ -77,6 +79,7 @@ static struct GPUShadersGlobal {
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GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
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/* for simple drawing */
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GPUShader *uniform_color_2D;
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GPUShader *flat_color_2D;
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GPUShader *smooth_color_2D;
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} shaders;
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} GG = {{NULL}};
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@@ -638,6 +641,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.uniform_color_2D;
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break;
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case GPU_SHADER_2D_FLAT_COLOR:
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if (!GG.shaders.flat_color_2D)
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GG.shaders.flat_color_2D = GPU_shader_create(
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datatoc_gpu_shader_2D_flat_color_vert_glsl,
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datatoc_gpu_shader_2D_flat_color_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.flat_color_2D;
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break;
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case GPU_SHADER_2D_SMOOTH_COLOR:
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if (!GG.shaders.smooth_color_2D)
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GG.shaders.smooth_color_2D = GPU_shader_create(
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@@ -762,6 +773,11 @@ void GPU_shader_free_builtin_shaders(void)
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GG.shaders.uniform_color_2D = NULL;
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}
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if (GG.shaders.flat_color_2D) {
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GPU_shader_free(GG.shaders.flat_color_2D);
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GG.shaders.flat_color_2D = NULL;
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}
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if (GG.shaders.smooth_color_2D) {
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GPU_shader_free(GG.shaders.smooth_color_2D);
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GG.shaders.smooth_color_2D = NULL;
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@@ -0,0 +1,13 @@
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#if __VERSION__ == 120
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flat varying vec4 finalColor;
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#define fragColor gl_FragColor
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#else
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flat in vec4 finalColor;
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out vec4 fragColor;
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#endif
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void main()
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{
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fragColor = finalColor;
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}
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@@ -0,0 +1,18 @@
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute vec4 color;
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flat varying vec4 finalColor;
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#else
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in vec2 pos;
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in vec4 color;
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flat out vec4 finalColor;
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#endif
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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finalColor = color;
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}
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