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				|  | @ -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"; | ||||
|  |  | |||
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	 Eduardo Bart
						Eduardo Bart