/* Basic vertex shader */
const char *vertexShader =
"#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
"precision highp float;"
+#endif
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 VertexPosition;"
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const char *template_glsl_yuv =
"#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
"precision highp float;"
+#endif
"uniform sampler2D Texture0;"
"uniform sampler2D Texture1;"
"uniform sampler2D Texture2;"
// Simple shader for RGB
const char *code =
"#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
"precision highp float;"
+#endif
"uniform sampler2D Texture[3];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
// Simple shader for RGBA
const char *code =
"#version " GLSL_VERSION "\n"
+#if USE_OPENGL_ES
"precision highp float;"
+#endif
"uniform sampler2D Texture;"
"uniform vec4 FillColor;"
"varying vec4 TexCoord0;"