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renderer: add support for gles3.2 screen shaders
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@ -547,7 +547,7 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
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std::string fragmentShader((std::istreambuf_iterator<char>(infile)), (std::istreambuf_iterator<char>()));
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m_sFinalScreenShader.program = createProgram(TEXVERTSRC, fragmentShader, true);
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m_sFinalScreenShader.program = createProgram(fragmentShader.starts_with("#version 320 es") ? TEXVERTSRC320 : TEXVERTSRC, fragmentShader, true);
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if (!m_sFinalScreenShader.program) {
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g_pConfigManager->addParseError("Screen shader parser: Screen shader parse failed");
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@ -80,6 +80,17 @@ void main() {
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v_texcoord = texcoord;
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})#";
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inline const std::string TEXVERTSRC320 = R"#(#version 320 es
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uniform mat3 proj;
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in vec2 pos;
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in vec2 texcoord;
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out vec2 v_texcoord;
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void main() {
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gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);
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v_texcoord = texcoord;
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})#";
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inline const std::string TEXFRAGSRCRGBA = R"#(
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precision highp float;
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varying vec2 v_texcoord; // is in 0-1
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