/* * 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. */ #ifndef PAINTEROGL2_SHADERSOURCES_H #define PAINTEROGL2_SHADERSOURCES_H 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 mat3 u_TextureMatrix;\n\ varying highp vec2 v_TexCoord;\n\ highp vec4 calculatePosition();\n\ void main()\n\ {\n\ gl_Position = calculatePosition();\n\ v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;\n\ }\n"; static std::string glslPositionOnlyVertexShader = "\n\ attribute highp vec2 a_Vertex;\n\ uniform highp mat3 u_ProjectionMatrix;\n\ highp vec4 calculatePosition() {\n\ return vec4(u_ProjectionMatrix * vec3(a_Vertex.xy, 1.0), 1.0);\n\ }\n"; static const std::string glslMainFragmentShader = "\n\ uniform lowp float u_Opacity;\n\ lowp vec4 calculatePixel();\n\ void main()\n\ {\n\ gl_FragColor = calculatePixel();\n\ gl_FragColor.a *= u_Opacity;\n\ }\n"; static const std::string glslTextureSrcFragmentShader = "\n\ varying mediump vec2 v_TexCoord;\n\ uniform lowp vec4 u_Color;\n\ uniform sampler2D u_Tex0;\n\ lowp vec4 calculatePixel() {\n\ return texture2D(u_Tex0, v_TexCoord) * u_Color;\n\ }\n"; static const std::string glslSolidColorFragmentShader = "\n\ uniform lowp vec4 u_Color;\n\ lowp vec4 calculatePixel() {\n\ return u_Color;\n\ }\n"; #endif