Eduardo Bart 13 years ago
parent b37a34219d
commit cc7c334d73

@ -36,10 +36,10 @@ static const std::string glslMainVertexShader = "\n\
}\n";
static const std::string glslMainWithTexCoordsVertexShader = "\n\
attribute vec2 textureCoord;\n\
uniform mat2 textureTransformMatrix;\n\
varying vec2 textureCoords;\n\
vec4 calculatePosition();\n\
attribute highp vec2 textureCoord;\n\
uniform highp mat2 textureTransformMatrix;\n\
varying highp vec2 textureCoords;\n\
highp vec4 calculatePosition();\n\
void main()\n\
{\n\
gl_Position = calculatePosition();\n\
@ -47,9 +47,9 @@ static const std::string glslMainWithTexCoordsVertexShader = "\n\
}\n";
static std::string glslPositionOnlyVertexShader = "\n\
attribute vec2 vertexCoord;\n\
uniform mat3 projectionMatrix;\n\
vec4 calculatePosition() {\n\
attribute highp vec2 vertexCoord;\n\
uniform highp mat3 projectionMatrix;\n\
highp vec4 calculatePosition() {\n\
return vec4(projectionMatrix * vec3(vertexCoord.xy, 1), 1);\n\
}\n";
@ -65,12 +65,12 @@ static const std::string glslTextureSrcFragmentShader = "\n\
varying mediump vec2 textureCoords;\n\
uniform lowp vec4 color;\n\
uniform sampler2D texture;\n\
vec4 calculatePixel() {\n\
lowp vec4 calculatePixel() {\n\
return texture2D(texture, textureCoords) * color;\n\
}\n";
static const std::string glslSolidColorFragmentShader = "\n\
uniform lowp vec4 color;\n\
vec4 calculatePixel() {\n\
lowp vec4 calculatePixel() {\n\
return color;\n\
}\n";

Loading…
Cancel
Save