diff options
author | chai <chaifix@163.com> | 2018-10-05 15:40:31 +0800 |
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committer | chai <chaifix@163.com> | 2018-10-05 15:40:31 +0800 |
commit | 789895b4b9f99668b8b772f271d07d1ce3115742 (patch) | |
tree | 3ae85381358445b2c29c9a0afb59375de9a7ce66 /src/libjin/Graphics/base.shader.h | |
parent | 846d6ab0ec1033481574e8324a43fc547ecf5882 (diff) |
*update
Diffstat (limited to 'src/libjin/Graphics/base.shader.h')
-rw-r--r-- | src/libjin/Graphics/base.shader.h | 34 |
1 files changed, 0 insertions, 34 deletions
diff --git a/src/libjin/Graphics/base.shader.h b/src/libjin/Graphics/base.shader.h deleted file mode 100644 index 080e27e..0000000 --- a/src/libjin/Graphics/base.shader.h +++ /dev/null @@ -1,34 +0,0 @@ -/* - * https://stackoverflow.com/questions/10868958/what-does-sampler2d-store - * The sampler2D is bound to a texture unit. The glUniform call binds it to texture - * unit zero. The glActiveTexture call is only needed if you are going to use multiple - * texture units (because GL_TEXTURE0 is the default anyway). -*/ - -static const char* default_texture = "_tex0_"; - -static const char* base_shader = R"( -#define number float -#define Texture sampler2D -#define Canvas sampler2D -#define Color vec4 -#define Texel texture2D -#define extern uniform -#define Vec2 vec2 -#define Vec3 vec3 -#define Vec4 vec4 -#define Number number -#define Image Texture - -extern Texture %s; -%s -void main() -{ - gl_FragColor = effect(gl_Color, %s, gl_TexCoord[0].xy, gl_FragCoord.xy); -} -)"; - -static const int SHADER_FORMAT_SIZE = strlen(base_shader) + strlen(default_texture) * 2; - -#define formatShader(buf, program)\ - sprintf(buf, base_shader, default_texture, program, default_texture) |