rendered paste body#define SHADER_TYPES 2 //0: pix, 1: ver#define MAXSTR 512#define SHADER_PARAM_USE_SRC_MATRIX "use_tex_matrix"#define SHADER_PARAM_SRC_MATRIX "tex_matrix"#define SHADER_PARAM_USE_SRC "use_tex"#define SHADER_PARAM_SRC "tex"#define SHADER_PARAM_DEST "dest"#define SHADER_PARAM_AUX "aux"#define SHADER_PARAM_VARYINGCOLOR "varying_color"#define SHADER_PARAM_VARYINGCOORD "varying_texcoord"#define SHADER_PARAM_TIME "time"char identityshadercode[SHADER_TYPES][MAXSTR]={ //Pixel "uniform bool "SHADER_PARAM_USE_SRC";\n" "uniform sampler2D "SHADER_PARAM_SRC";\n" "uniform bool "SHADER_PARAM_USE_SRC_MATRIX";\n" "uniform mat4 "SHADER_PARAM_SRC_MATRIX";\n" "varying vec2 "SHADER_PARAM_VARYINGCOORD";\n" "varying vec4 "SHADER_PARAM_VARYINGCOLOR";\n" "void main(){\n" " vec4 tmp = "SHADER_PARAM_VARYINGCOLOR";\n" " vec4 coord = vec4("SHADER_PARAM_VARYINGCOORD", 0.0, 1.0);\n" " if ("SHADER_PARAM_USE_SRC") {\n" " vec4 sample = texture2D("SHADER_PARAM_SRC", coord.st);\n" " tmp *= sample;\n" " } else if ("SHADER_PARAM_USE_SRC_MATRIX") {\n" " vec4 sample;\n" " coord = coord * "SHADER_PARAM_SRC_MATRIX";\n" " sample = texture2D("SHADER_PARAM_SRC", coord.st);\n" " tmp *= sample;\n" " }\n" " gl_FragColor = tmp;\n" "}\n" , //Vertex "attribute vec4 pos;\n" "attribute vec4 color;\n" "attribute vec2 texcoord;\n" "uniform mat4 projview_matrix;\n" "varying vec4 "SHADER_PARAM_VARYINGCOLOR";\n" "varying vec2 "SHADER_PARAM_VARYINGCOORD";\n" "void main(){\n" ""SHADER_PARAM_VARYINGCOLOR" = color;\n" ""SHADER_PARAM_VARYINGCOORD" = texcoord;\n"#ifndef LINUX "gl_PointSize = 1.0;\n"#endif //LINUX "gl_Position = projview_matrix * pos;\n" "}\n" };