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Revision 1cbf4103

Added by Leszek Koltunski about 7 years ago

Simplify shaders.

View differences:

src/main/res/raw/main_fragment_shader.glsl
20 20
precision lowp float;
21 21

  
22 22
#if __VERSION__ != 100
23
#define TEXTURE texture
24 23
in vec3 v_Position;                     // Interpolated position for this fragment.
25 24
in vec3 v_Normal;                       // Interpolated normal for this fragment.
26 25
in vec2 v_TexCoordinate;                // Interpolated texture coordinate per fragment.
27 26
out vec4 fragColor;                     // The output color
27
#define TEXTURE texture
28
#define FRAG_COLOR fragColor
28 29
#else
29
#define TEXTURE texture2D
30 30
varying vec3 v_Position;                // Interpolated position for this fragment.
31 31
varying vec3 v_Normal;                  // Interpolated normal for this fragment.
32 32
varying vec2 v_TexCoordinate;           // Interpolated texture coordinate per fragment.
33
#define TEXTURE texture2D
34
#define FRAG_COLOR gl_FragColor
33 35
#endif
34 36

  
35 37
uniform sampler2D u_Texture;            // The input texture.
......
149 151
    }
150 152
#endif
151 153

  
152
#if __VERSION__ != 100
153
  fragColor    =
154
#else
155
  gl_FragColor =
156
#endif
157

  
158
  vec4(pixel.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, pixel.a);
154
  FRAG_COLOR = vec4(pixel.rgb * (1.0 + 7.0*v_Normal.z) * 0.125, pixel.a);
159 155
  }

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