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Diffstat (limited to 'system/shaders/GLES/2.0')
-rw-r--r--system/shaders/GLES/2.0/gles_shader.vert2
-rw-r--r--system/shaders/GLES/2.0/gles_shader_clip.vert4
-rw-r--r--system/shaders/GLES/2.0/gles_shader_simple.vert4
-rw-r--r--system/shaders/GLES/2.0/gles_yuv2rgb.vert1
4 files changed, 11 insertions, 0 deletions
diff --git a/system/shaders/GLES/2.0/gles_shader.vert b/system/shaders/GLES/2.0/gles_shader.vert
index 890acbbb81..17b4ad7b48 100644
--- a/system/shaders/GLES/2.0/gles_shader.vert
+++ b/system/shaders/GLES/2.0/gles_shader.vert
@@ -30,11 +30,13 @@ varying lowp vec4 m_colour;
uniform mat4 m_proj;
uniform mat4 m_model;
uniform mat4 m_coord0Matrix;
+uniform float m_depth;
void main ()
{
mat4 mvp = m_proj * m_model;
gl_Position = mvp * m_attrpos;
+ gl_Position.z = m_depth * gl_Position.w;
m_colour = m_attrcol;
m_cord0 = m_coord0Matrix * m_attrcord0;
m_cord1 = m_attrcord1;
diff --git a/system/shaders/GLES/2.0/gles_shader_clip.vert b/system/shaders/GLES/2.0/gles_shader_clip.vert
index 513a24456c..1b1cf3f91e 100644
--- a/system/shaders/GLES/2.0/gles_shader_clip.vert
+++ b/system/shaders/GLES/2.0/gles_shader_clip.vert
@@ -18,6 +18,7 @@ varying vec4 m_colour;
uniform mat4 m_matrix;
uniform vec4 m_shaderClip;
uniform vec4 m_cordStep;
+uniform float m_depth;
// this shader can be used in cases where clipping via glScissor() is not
// possible (e.g. when rotating). it can't discard triangles, but it may
@@ -30,6 +31,9 @@ void main()
position.xy = clamp(position.xy, m_shaderClip.xy, m_shaderClip.zw);
gl_Position = m_matrix * position;
+ // set rendering depth
+ gl_Position.z = m_depth * gl_Position.w;
+
// correct texture coordinates for clipped vertices
vec2 clipDist = m_attrpos.xy - position.xy;
m_cord0.xy = m_attrcord0.xy - clipDist * m_cordStep.xy;
diff --git a/system/shaders/GLES/2.0/gles_shader_simple.vert b/system/shaders/GLES/2.0/gles_shader_simple.vert
index 6d49788b65..2f34f8bf28 100644
--- a/system/shaders/GLES/2.0/gles_shader_simple.vert
+++ b/system/shaders/GLES/2.0/gles_shader_simple.vert
@@ -16,10 +16,14 @@ varying vec4 m_cord0;
varying vec4 m_cord1;
varying vec4 m_colour;
uniform mat4 m_matrix;
+uniform float m_depth;
void main()
{
gl_Position = m_matrix * m_attrpos;
+
+ // set rendering depth
+ gl_Position.z = m_depth * gl_Position.w;
m_colour = m_attrcol;
m_cord0 = m_attrcord0;
m_cord1 = m_attrcord1;
diff --git a/system/shaders/GLES/2.0/gles_yuv2rgb.vert b/system/shaders/GLES/2.0/gles_yuv2rgb.vert
index bc437afdc3..c96a6a9585 100644
--- a/system/shaders/GLES/2.0/gles_yuv2rgb.vert
+++ b/system/shaders/GLES/2.0/gles_yuv2rgb.vert
@@ -34,6 +34,7 @@ void main ()
{
mat4 mvp = m_proj * m_model;
gl_Position = mvp * m_attrpos;
+ gl_Position.z = -1. * gl_Position.w;
m_cordY = m_attrcordY;
m_cordU = m_attrcordU;
m_cordV = m_attrcordV;