UIRendererShaders_ES.h#
↰ Parent directory (OpenGLES
)
The shaders for UIRenderer as c-style strings, glsl200es and glsl300es versions.
Variables#
Source Code#
static const char _print3DShader_glsles200_vsh[] = "attribute highp vec4 myVertex;\n"
"attribute mediump vec2 myUV;\n"
"uniform mat4 myMVPMatrix;\n"
"uniform mat4 myUVMatrix;\n"
"varying mediump vec2 texCoord;\n"
"\n"
"void main()\n"
"{\n"
"\tgl_Position = myMVPMatrix * myVertex;\n"
"\ttexCoord = (myUVMatrix * vec4(myUV.st,1.0,1.0)).xy;\n"
"}\n";
static const int _print3DShader_glsles200_vsh_size = sizeof(_print3DShader_glsles200_vsh) / sizeof(_print3DShader_glsles200_vsh[0]);
static const char _print3DShader_glsles200_fsh[] = "uniform sampler2D fontTexture;\n"
"uniform highp vec4 varColor;\n"
"uniform bool alphaMode;\n"
"varying mediump vec2 texCoord;\n"
"void main()\n"
"{\n"
"\tmediump vec4 vTex = texture2D(fontTexture, texCoord);\n"
"\tif (alphaMode)\n"
"\t{\n"
"\t\tgl_FragColor = vec4(varColor.rgb, varColor.a * vTex.a);\n"
"\t}\n"
"\telse\n"
"\t{\n"
"\t\tgl_FragColor = vec4(varColor * vTex);\n"
"\t}\n"
"\t#ifndef FRAMEBUFFER_SRGB\n"
"\t\tgl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(0.4545454545));// Gamma correction (0.4545454545 = 1.0/ 2.2)\n"
"\t#endif\n"
"}\n";
static const int _print3DShader_glsles200_fsh_size = sizeof(_print3DShader_glsles200_fsh) / sizeof(_print3DShader_glsles200_fsh[0]);