/* * Copyright 2014 Google Inc. All Rights Reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "tango-gl/shaders.h" namespace tango_gl { namespace shaders { std::string GetBasicVertexShader() { return "precision mediump float;\n" "precision mediump int;\n" "attribute vec4 vertex;\n" "uniform mat4 mvp;\n" "uniform vec4 color;\n" "varying vec4 v_color;\n" "void main() {\n" " gl_Position = mvp*vertex;\n" " v_color = color;\n" "}\n"; } std::string GetBasicFragmentShader() { return "precision mediump float;\n" "varying vec4 v_color;\n" "void main() {\n" " gl_FragColor = v_color;\n" "}\n"; } std::string GetColorVertexShader() { return "precision mediump float;\n" "precision mediump int;\n" "attribute vec4 vertex;\n" "attribute vec4 color;\n" "uniform mat4 mvp;\n" "varying vec4 v_color;\n" "void main() {\n" " gl_Position = mvp*vertex;\n" " v_color = color;\n" "}\n"; } std::string GetVideoOverlayVertexShader() { return "precision highp float;\n" "precision highp int;\n" "attribute vec4 vertex;\n" "attribute vec2 textureCoords;\n" "varying vec2 f_textureCoords;\n" "uniform mat4 mvp;\n" "void main() {\n" " f_textureCoords = textureCoords;\n" " gl_Position = mvp * vertex;\n" "}\n"; } std::string GetVideoOverlayFragmentShader() { return "#extension GL_OES_EGL_image_external : require\n" "precision highp float;\n" "precision highp int;\n" "uniform samplerExternalOES texture;\n" "varying vec2 f_textureCoords;\n" "void main() {\n" " gl_FragColor = texture2D(texture, f_textureCoords);\n" "}\n"; } std::string GetShadedVertexShader() { return "attribute vec4 vertex;\n" "attribute vec3 normal;\n" "uniform mat4 mvp;\n" "uniform mat4 mv;\n" "uniform vec4 color;\n" "uniform vec3 lightVec;\n" "varying vec4 v_color;\n" "void main() {\n" " vec3 mvNormal = vec3(mv * vec4(normal, 0.0));\n" " float diffuse = max(-dot(mvNormal, lightVec), 0.0);\n" " v_color.a = color.a;\n" " v_color.xyz = color.xyz * diffuse + color.xyz * 0.3;\n" " gl_Position = mvp*vertex;\n" "}\n"; } } // namespace shaders } // namespace tango_gl