[gtk/glshader-paintable] Add some more docs
- From: Matthias Clasen <matthiasc src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk/glshader-paintable] Add some more docs
- Date: Sat, 26 Sep 2020 00:38:58 +0000 (UTC)
commit f19001d4c344471cbdea148117ef10d610040b16
Author: Matthias Clasen <mclasen redhat com>
Date: Fri Sep 25 20:38:22 2020 -0400
Add some more docs
Add an example to the GskGLShader docs.
gsk/gskglshader.c | 20 +++++++++++++++++++-
1 file changed, 19 insertions(+), 1 deletion(-)
---
diff --git a/gsk/gskglshader.c b/gsk/gskglshader.c
index 13802f6067..f19c3545e3 100644
--- a/gsk/gskglshader.c
+++ b/gsk/gskglshader.c
@@ -81,7 +81,7 @@
* automatically clipped to the clip region of the glshader node.
*
* In addition to the function arguments the shader can define
- * up to 4 uniforms for tetxures which must be called u_textureN
+ * up to 4 uniforms for textures which must be called u_textureN
* (i.e. u_texture1 to u_texture4) as well as any custom uniforms
* you want of types int, uint, bool, float, vec2, vec3 or vec4.
*
@@ -106,6 +106,24 @@
* This samples a texture (e.g. u_texture1) at the specified
* coordinates, and containes some helper ifdefs to ensure that
* it works on all OpenGL versions.
+ *
+ * # An example shader
+ *
+ * |[<!-- language="plain" -->
+ * uniform float position;
+ * uniform sampler2D u_texture1;
+ * uniform sampler2D u_texture2;
+ *
+ * void mainImage(out vec4 fragColor,
+ * in vec2 fragCoord,
+ * in vec2 resolution,
+ * in vec2 uv) {
+ * vec4 source1 = GskTexture(u_texture1, uv);
+ * vec4 source2 = GskTexture(u_texture2, uv);
+ *
+ * fragColor = t * source1 + (1.0 - t) * source2;
+ * }
+ * ]|
*/
#include "config.h"
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