#include "render/gles3.h" #include // Colored quads const GLchar quad_vertex_src[] = "uniform mat4 proj;" "uniform vec4 color;" "attribute vec2 pos;" "attribute vec2 texcoord;" "varying vec4 v_color;" "varying vec2 v_texcoord;" "void main() {" " gl_Position = proj * vec4(pos, 0.0, 1.0);" " v_color = color;" " v_texcoord = texcoord;" "}"; const GLchar quad_fragment_src[] = "precision mediump float;" "varying vec4 v_color;" "varying vec2 v_texcoord;" "void main() {" " gl_FragColor = v_color;" "}"; // Colored ellipses (TODO) const GLchar ellipse_fragment_src[] = "precision mediump float;" "varying vec4 v_color;" "varying vec2 v_texcoord;" "void main() {" " float l = length(v_texcoord - vec2(0.5, 0.5));" " if (l > 0.5) discard;" " gl_FragColor = v_color;" "}"; // Textured quads const GLchar vertex_src[] = "uniform mat4 proj;" "attribute vec2 pos;" "attribute vec2 texcoord;" "varying vec2 v_texcoord;" "void main() {" " gl_Position = proj * vec4(pos, 0.0, 1.0);" " v_texcoord = texcoord;" "}"; const GLchar fragment_src_RGB[] = "precision mediump float;" "varying vec2 v_texcoord;" "uniform sampler2D tex;" "void main() {" " gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);" "}"; const GLchar fragment_src_RGBA[] = "precision mediump float;" "varying vec2 v_texcoord;" "uniform sampler2D tex;" "void main() {" " gl_FragColor = texture2D(tex, v_texcoord);" "}";