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#ifndef CLUTTER_GST_SHADERS_H
#define CLUTTER_GST_SHADERS_H
#include <clutter/clutter.h>
/* Copied from test-shaders */
/* These variables are used instead of the standard GLSL variables on
GLES 2 */
#ifdef HAVE_COGL_GLES2
#define GLES2_VARS \
"precision mediump float;\n" \
"varying vec2 tex_coord;\n" \
"varying vec4 frag_color;\n"
#define TEX_COORD "tex_coord"
#define COLOR_VAR "frag_color"
#else /* HAVE_COGL_GLES2 */
#define GLES2_VARS ""
#define TEX_COORD "gl_TexCoord[0]"
#define COLOR_VAR "gl_Color"
#endif /* HAVE_COGL_GLES2 */
/* a couple of boilerplate defines that are common amongst all the
* sample shaders
*/
#define FRAGMENT_SHADER_VARS \
GLES2_VARS
/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
* blended with the gl specified color (makes the opacity of actors work
* correctly).
*/
#define FRAGMENT_SHADER_END \
" gl_FragColor = gl_FragColor * " COLOR_VAR ";"
#endif
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