#include #include "render/gles2.h" // Colored quads const GLchar quad_vertex_src[] = "uniform mat3 proj;\n" "uniform vec4 color;\n" "attribute vec2 pos;\n" "attribute vec2 texcoord;\n" "varying vec4 v_color;\n" "varying vec2 v_texcoord;\n" "\n" "void main() {\n" " gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" " v_color = color;\n" " v_texcoord = texcoord;\n" "}\n"; const GLchar quad_fragment_src[] = "precision mediump float;\n" "varying vec4 v_color;\n" "varying vec2 v_texcoord;\n" "\n" "void main() {\n" " gl_FragColor = v_color;\n" "}\n"; // Textured quads const GLchar tex_vertex_src[] = "uniform mat3 proj;\n" "attribute vec2 pos;\n" "attribute vec2 texcoord;\n" "varying vec2 v_texcoord;\n" "\n" "void main() {\n" " gl_Position = vec4(proj * vec3(pos, 1.0), 1.0);\n" " v_texcoord = texcoord;\n" "}\n"; const GLchar tex_fragment_src_rgba[] = "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform sampler2D tex;\n" "uniform float alpha;\n" "\n" "void main() {\n" " gl_FragColor = texture2D(tex, v_texcoord) * alpha;\n" "}\n"; const GLchar tex_fragment_src_rgbx[] = "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform sampler2D tex;\n" "uniform float alpha;\n" "\n" "void main() {\n" " gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;\n" "}\n"; const GLchar tex_fragment_src_external[] = "#extension GL_OES_EGL_image_external : require\n\n" "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform samplerExternalOES texture0;\n" "uniform float alpha;\n" "\n" "void main() {\n" " gl_FragColor = texture2D(texture0, v_texcoord) * alpha;\n" "}\n";