Yeah. I like to convert the current ones to files by going to ideone.com and pasting in short programs like this:
import java.util.*;
import java.lang.*;
class Main
{
public static void main (String[] args) throws java.lang.Exception
{
String m =
"precision mediump float;\n" +
"uniform sampler2D tex_sampler_0;\n" +
"uniform float scale;\n" +
"uniform float stepsizeX;\n" +
"uniform float stepsizeY;\n" +
"varying vec2 v_texcoord;\n" +
"void main() {\n" +
" vec3 nbr_color = vec3(0.0, 0.0, 0.0);\n" +
" vec2 coord;\n" +
" vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" +
" coord.x = v_texcoord.x - 0.5 * stepsizeX;\n" +
" coord.y = v_texcoord.y - stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" coord.x = v_texcoord.x - stepsizeX;\n" +
" coord.y = v_texcoord.y + 0.5 * stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" coord.x = v_texcoord.x + stepsizeX;\n" +
" coord.y = v_texcoord.y - 0.5 * stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" coord.x = v_texcoord.x + stepsizeX;\n" +
" coord.y = v_texcoord.y + 0.5 * stepsizeY;\n" +
" nbr_color += texture2D(tex_sampler_0, coord).rgb - color.rgb;\n" +
" gl_FragColor = vec4(color.rgb - 2.0 * scale * nbr_color, color.a);\n" +
"}\n";
System.out.println(m);
}
}
On Tuesday, December 11, 2012 12:38:59 AM UTC-6, Harri Smått wrote:
--I've been putting shader code into assets or raw resources for a long while. Writing your shaders as strings is a pain.
--
HOn Dec 11, 2012 12:29 AM, "bob" <b...@coolfone.comze.com> wrote:I'm looking at the BasicGLSurfaceView example, and I'm thinking maybe the vertex shader and fragment shader ought to be stored as assets for readability.Right now they are like this:private final String mVertexShader ="uniform mat4 uMVPMatrix;\n" +"attribute vec4 aPosition;\n" +"attribute vec2 aTextureCoord;\n" +"varying vec2 vTextureCoord;\n" +"void main() {\n" +" gl_Position = uMVPMatrix * aPosition;\n" +" vTextureCoord = aTextureCoord;\n" +"}\n";private final String mFragmentShader ="precision mediump float;\n" +"varying vec2 vTextureCoord;\n" +"uniform sampler2D sTexture;\n" +"void main() {\n" +" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +"}\n";On iOS, they are stored in .vsh and .fsh files. I think we should do something like that. What do you guys think?--
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