/* * Copyright (c) 2010-2012 OTClient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ static const std::string glslMainVertexShader = "\n\ highp vec4 calculatePosition();\n\ void main() {\n\ gl_Position = calculatePosition();\n\ }\n"; static const std::string glslMainWithTexCoordsVertexShader = "\n\ attribute highp vec2 a_texCoord;\n\ uniform highp mat2 texTransformMatrix;\n\ varying highp vec2 texCoord;\n\ highp vec4 calculatePosition();\n\ void main()\n\ {\n\ gl_Position = calculatePosition();\n\ texCoord = texTransformMatrix * a_texCoord;\n\ }\n"; static std::string glslPositionOnlyVertexShader = "\n\ attribute highp vec2 a_vertex;\n\ uniform highp mat3 projectionMatrix;\n\ highp vec4 calculatePosition() {\n\ return vec4(projectionMatrix * vec3(a_vertex.xy, 1), 1);\n\ }\n"; static const std::string glslMainFragmentShader = "\n\ uniform lowp float opacity;\n\ lowp vec4 calculatePixel();\n\ void main()\n\ {\n\ gl_FragColor = calculatePixel() * opacity;\n\ }\n"; static const std::string glslTextureSrcFragmentShader = "\n\ varying mediump vec2 texCoord;\n\ uniform lowp vec4 color;\n\ uniform sampler2D tex0;\n\ lowp vec4 calculatePixel() {\n\ return texture2D(tex0, texCoord) * color;\n\ }\n"; static const std::string glslSolidColorFragmentShader = "\n\ uniform lowp vec4 color;\n\ lowp vec4 calculatePixel() {\n\ return color;\n\ }\n";