From b1bbc998960fff2169dc5a992c47d08723472f9b Mon Sep 17 00:00:00 2001 From: chai Date: Sun, 14 Oct 2018 22:52:40 +0800 Subject: =?UTF-8?q?*=E7=9B=B4=E6=8E=A5=E6=B8=B2=E6=9F=93=E5=AD=97=E7=AC=A6?= =?UTF-8?q?=E4=B8=B2?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- src/libjin/Graphics/Shaders/base.shader.h | 30 ++---------------------------- 1 file changed, 2 insertions(+), 28 deletions(-) (limited to 'src/libjin/Graphics/Shaders/base.shader.h') diff --git a/src/libjin/Graphics/Shaders/base.shader.h b/src/libjin/Graphics/Shaders/base.shader.h index bf41c4f..45b63cd 100644 --- a/src/libjin/Graphics/Shaders/base.shader.h +++ b/src/libjin/Graphics/Shaders/base.shader.h @@ -1,31 +1,5 @@ -#ifndef LIBJIN_BASE_SHADER_H -#define LIBJIN_BASE_SHADER_H -/* - * 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). -*/ -/* -#VERTEX_SHADER - -vertex vert(vertex v) -{ - return v; -} - -#END_VERTEX_SHADER - -#FRAGMENT_SHADER - -vec4 frag(vec4 color, Texture tex, vertex v) -{ - return Texel(tex, v.uv); -} - -#END_FRAGMENT_SHADER - -*/ +#ifndef __LIBJIN_BASE_SHADER_H +#define __LIBJIN_BASE_SHADER_H static const char* base_shared = R"( #define Number float -- cgit v1.1-26-g67d0