|  | /*!**************************************************************************** | 
|  |  | 
|  | @file         OGLES2/PVRTPrint3DShaders.h | 
|  | @ingroup      API_OGLES2 | 
|  | @copyright    Copyright (c) Imagination Technologies Limited. | 
|  | @brief        The shaders used by Print3D. Created by Filewrap 1.0. DO NOT EDIT. | 
|  |  | 
|  | ******************************************************************************/ | 
|  |  | 
|  | // This file was created by Filewrap 1.1 | 
|  | // Little endian mode | 
|  | // DO NOT EDIT | 
|  |  | 
|  | // ******** Start: Print3DFragShader.fsh ******** | 
|  |  | 
|  | // File data | 
|  | static const char _Print3DFragShader_fsh[] = | 
|  | "uniform sampler2D\tsampler2d;\n" | 
|  | "\n" | 
|  | "varying lowp vec4\t\tvarColour;\n" | 
|  | "varying mediump vec2\ttexCoord;\n" | 
|  | "\n" | 
|  | "void main()\n" | 
|  | "{\n" | 
|  | "\tlowp vec4 vTex = texture2D(sampler2d, texCoord);\n" | 
|  | "\tgl_FragColor = vec4(varColour.rgb * vTex.r, varColour.a * vTex.a);\n" | 
|  | "}\n"; | 
|  |  | 
|  | // ******** End: Print3DFragShader.fsh ******** | 
|  |  | 
|  | // ******** Start: Print3DVertShader.vsh ******** | 
|  |  | 
|  | // File data | 
|  | static const char _Print3DVertShader_vsh[] = | 
|  | "attribute highp vec4\tmyVertex;\n" | 
|  | "attribute mediump vec2\tmyUV;\n" | 
|  | "attribute lowp vec4\t\tmyColour;\n" | 
|  | "\n" | 
|  | "uniform highp mat4\t\tmyMVPMatrix;\n" | 
|  | "\n" | 
|  | "varying lowp vec4\t\tvarColour;\n" | 
|  | "varying mediump vec2\ttexCoord;\n" | 
|  | "\n" | 
|  | "void main()\n" | 
|  | "{\n" | 
|  | "\tgl_Position = myMVPMatrix * myVertex;\n" | 
|  | "\ttexCoord = myUV.st;\n" | 
|  | "\tvarColour = myColour;\n" | 
|  | "}\n"; | 
|  |  | 
|  | // ******** End: Print3DVertShader.vsh ******** | 
|  |  | 
|  | // ******** Start: Print3DFragShaderLogo.fsh ******** | 
|  |  | 
|  | // File data | 
|  | static const char _Print3DFragShaderLogo_fsh[] = | 
|  | "uniform sampler2D\tsampler2d;\n" | 
|  | "\n" | 
|  | "varying mediump vec2\ttexCoord;\n" | 
|  | "\n" | 
|  | "void main()\n" | 
|  | "{\n" | 
|  | "\tgl_FragColor = texture2D(sampler2d, texCoord);\n" | 
|  | "}\n"; | 
|  |  | 
|  | // ******** End: Print3DFragShaderLogo.fsh ******** | 
|  |  | 
|  | // ******** Start: Print3DVertShaderLogo.vsh ******** | 
|  |  | 
|  | // File data | 
|  | static const char _Print3DVertShaderLogo_vsh[] = | 
|  | "attribute highp vec4\tmyVertex;\n" | 
|  | "attribute mediump vec2\tmyUV;\n" | 
|  | "\n" | 
|  | "uniform highp mat4\t\tmyMVPMatrix;\n" | 
|  | "\n" | 
|  | "varying mediump vec2\ttexCoord;\n" | 
|  | "\n" | 
|  | "void main()\n" | 
|  | "{\n" | 
|  | "\tgl_Position = myMVPMatrix * myVertex;\n" | 
|  | "\ttexCoord = myUV.st;\n" | 
|  | "}\n"; | 
|  |  | 
|  | // ******** End: Print3DVertShaderLogo.vsh ******** | 
|  |  |