/* * Copyright (c) 2010-2011 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 int VERTEX_COORDS_ATTR = 0; static int TEXTURE_COORDS_ATTR = 1; static int PROJECTION_MATRIX_UNIFORM = 0; static int TEXTURE_TRANSFORM_MATRIX_UNIFORM = 1; static int COLOR_UNIFORM = 2; static int OPACITY_UNIFORM = 3; static int TEXTURE_UNIFORM = 4; static const char *glslMainVertexShader = "\n\ vec4 calculatePosition();\n\ void main() {\n\ gl_Position = calculatePosition();\n\ }\n"; static const char *glslMainWithTexCoordsVertexShader = "\n\ attribute vec2 textureCoord;\n\ uniform mat2 textureTransformMatrix;\n\ varying vec2 textureCoords;\n\ vec4 calculatePosition();\n\ void main()\n\ {\n\ gl_Position = calculatePosition();\n\ textureCoords = textureTransformMatrix * textureCoord;\n\ }\n"; static const char *glslPositionOnlyVertexShader = "\n\ attribute vec2 vertexCoord;\n\ uniform mat3 projectionMatrix;\n\ vec4 calculatePosition() {\n\ return vec4(projectionMatrix * vec3(vertexCoord.xy, 1), 1);\n\ }\n"; static const char *glslMainFragmentShader = "\n\ uniform float opacity;\n\ vec4 calculatePixel();\n\ void main()\n\ {\n\ gl_FragColor = calculatePixel() * opacity;\n\ }\n"; static const char *glslTextureSrcFragmentShader = "\n\ varying vec2 textureCoords;\n\ uniform vec4 color;\n\ uniform sampler2D texture;\n\ vec4 calculatePixel() {\n\ return texture2D(texture, textureCoords) * color;\n\ }\n"; static const char *glslSolidColorFragmentShader = "\n\ uniform vec4 color;\n\ vec4 calculatePixel() {\n\ return color;\n\ }\n";