.cosmetics

git-svn-id: svn://ultimatepp.org/upp/trunk@11847 f0d560ea-af0d-0410-9eb7-867de7ffcac7
This commit is contained in:
cxl 2018-03-19 15:22:44 +00:00
parent 54fd84c1f4
commit d154ff698f

View file

@ -23,7 +23,6 @@ void initializeGL()
{
glewInit();
gl_image.Create(R"(
attribute vec4 a_position;
attribute vec2 a_texCoord;
@ -35,76 +34,51 @@ void initializeGL()
v_texCoord = a_texCoord;
}
)", R"(
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
}
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
}
)",
ATTRIB_VERTEX, "a_position",
ATTRIB_TEXPOS, "a_texCoord"
);
/*
gl_image.Create(
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"uniform mat4 u_projection; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = u_projection * a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n"
,
"#ifdef GL_ES\n"
"precision mediump float; \n"
"precision mediump int; \n"
"#endif\n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D(s_texture, v_texCoord); \n"
"} \n",
ATTRIB_VERTEX, "a_position",
ATTRIB_TEXPOS, "a_texCoord"
);
*/
glUniform1i(gl_image.GetUniform("s_texture"), 0);
gl_image_colored.Create(
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"attribute vec4 a_color; \n"
"uniform mat4 u_projection; \n"
"varying vec2 v_texCoord; \n"
"varying vec4 v_color; \n"
"void main() \n"
"{ \n"
" gl_Position = u_projection * a_position; \n"
" v_texCoord = a_texCoord; \n"
" v_color = a_color * vec4((1.0 / 255.0), (1.0 / 255.0), (1.0 / 255.0), 1); \n"
"} \n"
,
"#ifdef GL_ES\n"
"precision mediump float; \n"
"precision mediump int; \n"
"#endif\n"
"varying vec2 v_texCoord; \n"
"varying vec4 v_color; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D(s_texture, v_texCoord); \n"
" gl_FragColor = v_color;\n"
" gl_FragColor[3] = texture2D(s_texture, v_texCoord)[3]; \n"
"} \n",
gl_image_colored.Create(R"(
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
uniform mat4 u_projection;
varying vec2 v_texCoord;
varying vec4 v_color;
void main()
{
gl_Position = u_projection * a_position;
v_texCoord = a_texCoord;
v_color = a_color * vec4((1.0 / 255.0), (1.0 / 255.0), (1.0 / 255.0), 1);
}
)", R"(
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
varying vec2 v_texCoord;
varying vec4 v_color;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
gl_FragColor = v_color;
gl_FragColor[3] = texture2D(s_texture, v_texCoord)[3];
}
)",
ATTRIB_VERTEX, "a_position",
ATTRIB_TEXPOS, "a_texCoord",
ATTRIB_COLOR, "a_color"
@ -112,26 +86,27 @@ void initializeGL()
glUniform1i(gl_image_colored.GetUniform("s_texture"), 0);
gl_rect.Create(
"attribute vec4 a_position; \n"
"attribute vec4 a_color; \n"
"uniform mat4 u_projection; \n"
"varying vec4 v_color; \n"
"void main() \n"
"{ \n"
" gl_Position = u_projection * a_position; \n"
" v_color = a_color * vec4((1.0 / 255.0), (1.0 / 255.0), (1.0 / 255.0), 1); \n"
"}"
,
"#ifdef GL_ES\n"
"precision mediump float;\n"
"precision mediump int;\n"
"#endif\n"
"varying vec4 v_color;\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}",
gl_rect.Create(R"(
attribute vec4 a_position;
attribute vec4 a_color;
uniform mat4 u_projection;
varying vec4 v_color;
void main()
{
gl_Position = u_projection * a_position;
v_color = a_color * vec4((1.0 / 255.0), (1.0 / 255.0), (1.0 / 255.0), 1);
}
)", R"(
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
varying vec4 v_color;
void main()
{
gl_FragColor = v_color;
}
)",
ATTRIB_VERTEX, "a_position",
ATTRIB_COLOR, "a_color"
);