| /*!**************************************************************************** | 
 |  | 
 |  @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 ******** | 
 |  |