diff --git a/gsk/gskglrenderer.c b/gsk/gskglrenderer.c index 91589bc119..07a0dbe808 100644 --- a/gsk/gskglrenderer.c +++ b/gsk/gskglrenderer.c @@ -90,6 +90,7 @@ struct _GskGLRenderer GskShaderBuilder *shader_builder; int blend_program_id; + int blit_program_id; guint vao_id; @@ -344,12 +345,25 @@ gsk_gl_renderer_create_programs (GskGLRenderer *self) gsk_shader_builder_create_program (builder, "blend.vs.glsl", "blend.fs.glsl", &error); if (error != NULL) { - g_critical ("Unable to create program: %s", error->message); + g_critical ("Unable to create 'blend' program: %s", error->message); g_error_free (error); g_object_unref (builder); goto out; } + self->blit_program_id = + gsk_shader_builder_create_program (builder, "blit.vs.glsl", "blit.fs.glsl", &error); + if (error != NULL) + { + g_critical ("Unable to create 'blit' program: %s", error->message); + g_error_free (error); + g_object_unref (builder); + goto out; + } + + /* Keep a pointer to query for the uniform and attribute locations + * when rendering the scene + */ self->shader_builder = builder; res = TRUE; @@ -731,8 +745,11 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self, item.render_data.vao_id = self->vao_id; item.render_data.buffer_id = 0; - program_id = self->blend_program_id; - item.render_data.program_id = program_id; + /* Select the program to use */ + if (parent != NULL) + program_id = self->blend_program_id; + else + program_id = self->blit_program_id; item.render_data.map_location = gsk_shader_builder_get_uniform_location (self->shader_builder, program_id, self->uniforms[MAP]); @@ -750,6 +767,8 @@ gsk_gl_renderer_add_render_item (GskGLRenderer *self, item.render_data.uv_location = gsk_shader_builder_get_attribute_location (self->shader_builder, program_id, self->attributes[UV]); + item.render_data.program_id = program_id; + if (parent != NULL) item.parent_data = &(parent->render_data); else diff --git a/gsk/resources/glsl/blend.vs.glsl b/gsk/resources/glsl/blend.vs.glsl index 7ec059454e..e74a47c2fc 100644 --- a/gsk/resources/glsl/blend.vs.glsl +++ b/gsk/resources/glsl/blend.vs.glsl @@ -2,5 +2,5 @@ void main() { gl_Position = mvp * vec4(position, 0.0, 1.0); // Flip the sampling - vUv = vec2(uv.x, 1 - uv.y); + vUv = vec2(uv.x, 1.0 - uv.y); } diff --git a/gsk/resources/glsl/blit.fs.glsl b/gsk/resources/glsl/blit.fs.glsl new file mode 100644 index 0000000000..8d2625e506 --- /dev/null +++ b/gsk/resources/glsl/blit.fs.glsl @@ -0,0 +1,5 @@ +void main() { + vec4 diffuse = Texture(map, vUv); + + setOutputColor(vec4(diffuse.xyz, diffuse.a * alpha)); +} diff --git a/gsk/resources/glsl/blit.vs.glsl b/gsk/resources/glsl/blit.vs.glsl new file mode 100644 index 0000000000..e74a47c2fc --- /dev/null +++ b/gsk/resources/glsl/blit.vs.glsl @@ -0,0 +1,6 @@ +void main() { + gl_Position = mvp * vec4(position, 0.0, 1.0); + + // Flip the sampling + vUv = vec2(uv.x, 1.0 - uv.y); +}