Monday, December 10, 2012

[android-developers] cleaner shaders

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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