#include "render/gles3.h" #include const GLchar vertex_src[] = "uniform mat4 proj;\n" "attribute vec2 pos;\n" "attribute vec2 texcoord;\n" "varying vec2 v_texcoord;\n" "void main() {\n" " gl_Position = proj * vec4(pos, 0.0, 1.0);\n" " v_texcoord = texcoord;\n" "}\n"; const GLchar fragment_src_RGB[] = "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform sampler2D tex;\n" "void main() {\n" " gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);\n" "}\n"; const GLchar fragment_src_RGBA[] = "precision mediump float;\n" "varying vec2 v_texcoord;\n" "uniform sampler2D tex;\n" "void main() {\n" " gl_FragColor = texture2D(tex, v_texcoord);\n" "}\n";