gdk: Move GLSL shaders into GResource

Having the shaders inlined as C strings makes them harder to edit and
maintain.
This commit is contained in:
Emmanuele Bassi
2016-04-22 12:34:33 +01:00
parent d7b5ea89eb
commit 55537cccbd
11 changed files with 162 additions and 90 deletions

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@ -0,0 +1,9 @@
#version 130
varying vec2 vUv;
uniform sampler2D map;
void main() {
gl_FragColor = texture2D (map, vUv);
}

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#version 130
uniform sampler2D map;
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

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@ -0,0 +1,9 @@
#version 130
varying vec2 vUv;
uniform sampler2DRect map;
void main() {
gl_FragColor = texture2DRect (map, vUv);
}

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@ -0,0 +1,13 @@
#version 130
uniform sampler2DRect map;
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

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#version 150
in vec2 vUv;
out vec4 vertexColor;
uniform sampler2D map;
void main() {
vertexColor = texture2D (map, vUv);
}

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@ -0,0 +1,13 @@
#version 150
uniform sampler2D map;
in vec2 position;
in vec2 uv;
out vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}

View File

@ -0,0 +1,9 @@
#version 150
varying vec2 vUv;
uniform sampler2DRect map;
void main() {
gl_FragColor = texture2DRect (map, vUv);
}

View File

@ -0,0 +1,13 @@
#version 150
uniform sampler2DRect map;
attribute vec2 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
gl_Position = vec4(position, 0, 1);
vUv = uv;
}