Convert existing shaders to C++11 raw strings
Shaders were previously saved as standard C++ string concatenations. This commit converts them to the C++11 raw string syntax using a raw string delimiter of `GLSL`. This format is preferable as it will allow the shaders to be viewed and edited directly, without having to make considerations for any escape characters within the code.
This commit is contained in:
parent
9c90722ee7
commit
de43073145
2 changed files with 570 additions and 559 deletions
File diff suppressed because it is too large
Load diff
|
@ -373,22 +373,23 @@ Read AUTHORS file for more details.
|
|||
)";
|
||||
|
||||
#if C_OPENGL
|
||||
static char const shader_src_default[] =
|
||||
"varying vec2 v_texCoord;\n"
|
||||
"#if defined(VERTEX)\n"
|
||||
"uniform vec2 rubyTextureSize;\n"
|
||||
"uniform vec2 rubyInputSize;\n"
|
||||
"attribute vec4 a_position;\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = a_position;\n"
|
||||
" v_texCoord = vec2(a_position.x+1.0,1.0-a_position.y)/2.0*rubyInputSize/rubyTextureSize;\n"
|
||||
"}\n"
|
||||
"#elif defined(FRAGMENT)\n"
|
||||
"uniform sampler2D rubyTexture;\n\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = texture2D(rubyTexture, v_texCoord);\n"
|
||||
"}\n"
|
||||
"#endif\n";
|
||||
static char const shader_src_default[] = R"GLSL(
|
||||
varying vec2 v_texCoord;
|
||||
#if defined(VERTEX)
|
||||
uniform vec2 rubyTextureSize;
|
||||
uniform vec2 rubyInputSize;
|
||||
attribute vec4 a_position;
|
||||
void main() {
|
||||
gl_Position = a_position;
|
||||
v_texCoord = vec2(a_position.x+1.0,1.0-a_position.y)/2.0*rubyInputSize/rubyTextureSize;
|
||||
}
|
||||
#elif defined(FRAGMENT)
|
||||
uniform sampler2D rubyTexture;
|
||||
void main() {
|
||||
gl_FragColor = texture2D(rubyTexture, v_texCoord);
|
||||
}
|
||||
#endif
|
||||
)GLSL";
|
||||
|
||||
#ifdef DB_OPENGL_ERROR
|
||||
void OPENGL_ERROR(const char* message) {
|
||||
|
|
Loading…
Add table
Reference in a new issue