125 lines
2.5 KiB
C
125 lines
2.5 KiB
C
#pragma once
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#include <osg/GL>
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//
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// vertex color shader
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//
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#if OSG_GLES3_FEATURES
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const char* ColorShaderVert =
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"#version 300 es\n"
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"in vec4 osg_Vertex;\n"
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"in vec4 osg_Color;\n"
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"out vec4 vertColor;\n"
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"uniform mat4 osg_ModelViewProjectionMatrix;\n"
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"void main()\n"
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"{\n"
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" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
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" vertColor = osg_Color;\n"
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"}\n";
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const char* ColorShaderFrag =
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"#version 300 es\n"
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"in lowp vec4 vertColor;\n"
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"out lowp vec4 fragColor;\n"
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"void main()\n"
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"{\n"
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" fragColor = vertColor;\n"
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"}\n";
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#elif OSG_GLES2_FEATURES
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const char* ColorShaderVert =
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"#version 100\n"
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"attribute vec4 osg_Vertex;\n"
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"attribute vec4 osg_Color;\n"
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"uniform mat4 osg_ModelViewProjectionMatrix;\n"
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"varying vec4 vertColor;\n"
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"void main()\n"
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"{\n"
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" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
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" vertColor = osg_Color;\n"
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"}\n";
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const char* ColorShaderFrag =
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"#version 100\n"
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"varying lowp vec4 vertColor;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vertColor;\n"
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"}\n";
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#else
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const char* ColorShaderVert = NULL;
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const char* ColorShaderFrag = NULL;
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#endif
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//
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// text shader
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//
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#if OSG_GLES3_FEATURES
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const char* TextShaderVert =
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"#version 300 es\n"
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"in vec4 osg_Vertex;\n"
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"in vec4 osg_Color;\n"
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"in vec4 osg_MultiTexCoord0;\n"
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"uniform mat4 osg_ModelViewProjectionMatrix;\n"
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"out vec4 vertColor;\n"
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"out vec4 texCoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
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" vertColor = osg_Color;\n"
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" texCoord = osg_MultiTexCoord0;\n"
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"}\n";
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const char* TextShaderFrag =
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"#version 300 es\n"
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"in lowp vec4 vertColor;\n"
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"in lowp vec4 texCoord;\n"
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"uniform sampler2D glyphTexture;\n"
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"out lowp vec4 fragColor;\n"
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"void main()\n"
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"{\n"
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" fragColor = vertColor * texture(glyphTexture, texCoord.xy).a;\n"
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"}\n";
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#elif OSG_GLES2_FEATURES
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const char* TextShaderVert =
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"#version 100\n"
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"attribute vec4 osg_Vertex;\n"
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"attribute vec4 osg_Color;\n"
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"attribute vec4 osg_MultiTexCoord0;\n"
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"uniform mat4 osg_ModelViewProjectionMatrix;\n"
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"varying vec4 vertColor;\n"
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"varying vec4 texCoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
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" vertColor = osg_Color;\n"
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" texCoord = osg_MultiTexCoord0;\n"
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"}\n";
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const char* TextShaderFrag =
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"#version 100\n"
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"varying lowp vec4 vertColor;\n"
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"varying lowp vec4 texCoord;\n"
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"uniform sampler2D glyphTexture;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = vertColor * texture2D(glyphTexture, texCoord.xy).a;\n"
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"}\n";
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#else
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const char* TextShaderVert = NULL;
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const char* TextShaderFrag = NULL;
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#endif
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