package com.glview.graphics.shader;
import com.glview.libgdx.graphics.glutils.ShaderProgram;
import com.glview.libgdx.graphics.glutils.ShaderProgram.HandleInfo;
public class SimpleTextureShader extends BaseShader{
public HandleInfo mTexCoordAttrHandle;
public HandleInfo mColorAttrHandle;
public HandleInfo mTotalAlphaUniHandle;
public SimpleTextureShader() {
mTexCoordAttrHandle = new HandleInfo(ShaderProgram.TEXCOORD_ATTRIBUTE);
mColorAttrHandle = new HandleInfo(ShaderProgram.COLOR_ATTRIBUTE);
//uniform vec4 u_ColorTotal; // render color r
}
@Override
protected String generateVertexShader() {
StringBuffer vertexShader = new StringBuffer();
vertexShader.append("attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";\n"); //
vertexShader.append("attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + ";\n"); //
vertexShader.append("attribute vec2 " + ShaderProgram.TEXCOORD_ATTRIBUTE + ";\n"); //
vertexShader.append("uniform mat4 u_projTrans;\n"); //
vertexShader.append("uniform vec4 v_color;\n");//
vertexShader.append("varying vec2 v_texCoords;\n"); //
vertexShader.append("\n"); //
vertexShader.append("void main()\n"); //
vertexShader.append("{\n"); //
vertexShader.append(" v_color = " + ShaderProgram.COLOR_ATTRIBUTE + ";\n"); //
vertexShader.append(" v_texCoords = "+ ShaderProgram.TEXCOORD_ATTRIBUTE + "; \n");
vertexShader.append(" gl_Position = u_projTrans * " + ShaderProgram.POSITION_ATTRIBUTE + ";\n"); //
vertexShader.append("}\n");;
return vertexShader.toString();
}
@Override
protected String generateFragmentShader() {
StringBuffer fragmentShader = new StringBuffer();
fragmentShader.append("#ifdef GL_ES\n"); //
fragmentShader.append("#define LOWP lowp\n"); //
fragmentShader.append("precision mediump float;\n"); //
fragmentShader.append("#else\n"); //
fragmentShader.append("#define LOWP \n"); //
fragmentShader.append("#endif\n"); //
fragmentShader.append("varying lowp vec4 v_color;\n"); //
fragmentShader.append("varying vec2 v_texCoords;\n"); //
fragmentShader.append("uniform sampler2D u_texture;\n"); //
fragmentShader.append("void main()\n");//
fragmentShader.append("{\n"); //
fragmentShader.append(" gl_FragColor = texture2D(u_texture, v_texCoords)*v_color;\n"); //
fragmentShader.append("}");
return fragmentShader.toString();
}
}