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-rw-r--r--system/shaders/GLES/2.0/gles_shader_clip.vert39
-rw-r--r--system/shaders/GLES/2.0/gles_shader_simple.vert26
2 files changed, 65 insertions, 0 deletions
diff --git a/system/shaders/GLES/2.0/gles_shader_clip.vert b/system/shaders/GLES/2.0/gles_shader_clip.vert
new file mode 100644
index 0000000000..513a24456c
--- /dev/null
+++ b/system/shaders/GLES/2.0/gles_shader_clip.vert
@@ -0,0 +1,39 @@
+/*
+ * Copyright (C) 2024 Team Kodi
+ * This file is part of Kodi - https://kodi.tv
+ *
+ * SPDX-License-Identifier: GPL-2.0-or-later
+ * See LICENSES/README.md for more information.
+ */
+
+#version 100
+
+attribute vec4 m_attrpos;
+attribute vec4 m_attrcol;
+attribute vec4 m_attrcord0;
+attribute vec4 m_attrcord1;
+varying vec4 m_cord0;
+varying vec4 m_cord1;
+varying vec4 m_colour;
+uniform mat4 m_matrix;
+uniform vec4 m_shaderClip;
+uniform vec4 m_cordStep;
+
+// 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
+// degenerate them.
+
+void main()
+{
+ // limit the vertices to the clipping area
+ vec4 position = m_attrpos;
+ position.xy = clamp(position.xy, m_shaderClip.xy, m_shaderClip.zw);
+ gl_Position = m_matrix * position;
+
+ // correct texture coordinates for clipped vertices
+ vec2 clipDist = m_attrpos.xy - position.xy;
+ m_cord0.xy = m_attrcord0.xy - clipDist * m_cordStep.xy;
+ m_cord1.xy = m_attrcord1.xy - clipDist * m_cordStep.zw;
+
+ m_colour = m_attrcol;
+}
diff --git a/system/shaders/GLES/2.0/gles_shader_simple.vert b/system/shaders/GLES/2.0/gles_shader_simple.vert
new file mode 100644
index 0000000000..6d49788b65
--- /dev/null
+++ b/system/shaders/GLES/2.0/gles_shader_simple.vert
@@ -0,0 +1,26 @@
+/*
+ * Copyright (C) 2024 Team Kodi
+ * This file is part of Kodi - https://kodi.tv
+ *
+ * SPDX-License-Identifier: GPL-2.0-or-later
+ * See LICENSES/README.md for more information.
+ */
+
+#version 100
+
+attribute vec4 m_attrpos;
+attribute vec4 m_attrcol;
+attribute vec4 m_attrcord0;
+attribute vec4 m_attrcord1;
+varying vec4 m_cord0;
+varying vec4 m_cord1;
+varying vec4 m_colour;
+uniform mat4 m_matrix;
+
+void main()
+{
+ gl_Position = m_matrix * m_attrpos;
+ m_colour = m_attrcol;
+ m_cord0 = m_attrcord0;
+ m_cord1 = m_attrcord1;
+}