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