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/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/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