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StandardShaderFrag.h
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/***********************************************************************
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created: Wed, 8th Feb 2012
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author: Lukas E Meindl
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*************************************************************************/
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/***************************************************************************
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* Copyright (C) 2004 - 2012 Paul D Turner & The CEGUI Development Team
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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***************************************************************************/
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#ifndef _CEGUIOpenGL3StandardShaderFrag_h_
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#define _CEGUIOpenGL3StandardShaderFrag_h_
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namespace
CEGUI
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{
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const
char
StandardShaderFrag[] =
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"#version 150 core\n"
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"uniform sampler2D texture0;\n"
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"in vec2 exTexCoord;\n"
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"in vec4 exColour;\n"
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"out vec4 out0;\n"
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"void main(void)\n"
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"{\n"
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"out0 = texture(texture0, exTexCoord) * exColour;\n"
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"}"
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;
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}
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#endif
cegui
include
CEGUI
RendererModules
OpenGL
StandardShaderFrag.h
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