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Defines | |
#define | INITIAL_VERTEX_SHADER_SOURCE |
Initial vertex shader code. | |
#define | INITIAL_GEOMETRY_SHADER_SOURCE |
Initial geometry shadre source. | |
#define | INITIAL_FRAGMENT_SHADER_SOURCE |
Initial fragment shader code. |
#define INITIAL_FRAGMENT_SHADER_SOURCE |
Value:
"// simple fragment shader\n" \ "\n" \ "// 'time' contains seconds since the program was linked.\n" \ "uniform float time;\n" \ "\n" \ "void main()\n" \ "{\n" \ " gl_FragColor = gl_Color;\n" \ "}\n"
#define INITIAL_GEOMETRY_SHADER_SOURCE |
Value:
"// simple geometry shader\n" \ "\n" \ "// these lines enable the geometry shader support.\n" \ "#version 120\n" \ "#extension GL_EXT_geometry_shader4 : enable\n" \ "\n" \ "void main( void )\n" \ "{\n" \ "\tfor( int i = 0 ; i < gl_VerticesIn ; i++ )\n" \ "\t{\n" \ "\t\tgl_FrontColor = gl_FrontColorIn[ i ];\n" \ "\t\tgl_Position = gl_PositionIn [ i ];\n" \ "\t\tgl_TexCoord[0] = gl_TexCoordIn [ i ][ 0 ];\n" \ "\t\tEmitVertex();\n" \ "\t}\n" \ "}\n"
#define INITIAL_VERTEX_SHADER_SOURCE |
Value:
"// simple vertex shader\n" \ "\n" \ "void main()\n" \ "{\n" \ "\tgl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \ "\tgl_FrontColor = gl_Color;\n" \ "\tgl_TexCoord[0] = gl_MultiTexCoord0;\n" \ "}\n"