/** * 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 * or implied, of JogAmp Community. */ 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" ; }