/**
* Copyright 2010 JogAmp Community. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification, are
* permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this list of
* conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright notice, this list
* of conditions and the following disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are those of the
* authors and should not be interpreted as representing official policies, either expressed
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*/
package com.jogamp.opengl.test.junit.jogl.demos.es2.shader;
public class RedSquareShader {
public static final String VERTEX_SHADER_TEXT =
" #ifdef GL_ES\n" +
" precision mediump float;\n" +
" precision mediump int;\n" +
"#endif\n" +
"\n" +
"#if __VERSION__ >= 130\n" +
" #define attribute in\n" +
" #define varying out\n" +
"#endif\n"+
"\n" +
"uniform mat4 mgl_PMVMatrix[2];\n" +
"attribute vec4 mgl_Vertex;\n" +
"attribute vec4 mgl_Color;\n" +
"varying vec4 frontColor;\n" +
"\n" +
"void main(void)\n" +
"{\n" +
" frontColor=mgl_Color;\n" +
" gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * mgl_Vertex;\n" +
"}\n" ;
public static final String FRAGMENT_SHADER_TEXT =
" #ifdef GL_ES\n" +
" precision mediump float;\n" +
" precision mediump int;\n" +
"#endif\n" +
"\n" +
"#if __VERSION__ >= 130\n" +
" #define varying in\n" +
" out vec4 mgl_FragColor;\n" +
"#else\n" +
" #define mgl_FragColor gl_FragColor\n" +
"#endif\n" +
"\n" +
"varying vec4 frontColor;\n" +
"\n" +
"void main (void)\n" +
"{\n" +
" mgl_FragColor = frontColor;\n" +
"}\n" ;
}