// This file was created by Filewrap 1.1 | |
// Little endian mode | |
// DO NOT EDIT | |
#include "../PVRTMemoryFileSystem.h" | |
// using 32 bit to guarantee alignment. | |
#ifndef A32BIT | |
#define A32BIT static const unsigned int | |
#endif | |
// ******** Start: SceneVertShader.vsh ******** | |
// File data | |
static const char _SceneVertShader_vsh[] = | |
"attribute highp vec4 inVertex;\n" | |
"attribute highp vec3 inNormal;\n" | |
"attribute highp vec2 inTexCoord;\n" | |
"\n" | |
"uniform highp mat4 MVPMatrix;\n" | |
"uniform highp vec3 LightDirection;\n" | |
"uniform highp float MaterialBias;\n" | |
"uniform highp float MaterialScale;\n" | |
"\n" | |
"varying lowp vec3 DiffuseLight;\n" | |
"varying lowp vec3 SpecularLight;\n" | |
"varying mediump vec2 TexCoord;\n" | |
"\n" | |
"void main()\n" | |
"{\n" | |
"\tgl_Position = MVPMatrix * inVertex;\n" | |
"\t\n" | |
"\tDiffuseLight = vec3(max(dot(inNormal, LightDirection), 0.0));\n" | |
"\tSpecularLight = vec3(max((DiffuseLight.x - MaterialBias) * MaterialScale, 0.0));\n" | |
"\t\n" | |
"\tTexCoord = inTexCoord;\n" | |
"}\n"; | |
// Register SceneVertShader.vsh in memory file system at application startup time | |
static CPVRTMemoryFileSystem RegisterFile_SceneVertShader_vsh("SceneVertShader.vsh", _SceneVertShader_vsh, 566); | |
// ******** End: SceneVertShader.vsh ******** | |