-
-const char* EMBOSS_FRAGMENT_SOURCE =
-{
- "precision highp float;\n"
- "varying mediump vec2 vTexCoord;\n"
- "uniform sampler2D sTexture;\n"
- "uniform vec2 uTexScale;\n"
- "uniform vec3 uCoefficient;\n"
- "\n"
- "void main()\n"
- "{\n"
- " vec4 color = uCoefficient.x * texture2D( sTexture, vTexCoord + vec2(0.0, -uTexScale.y) );\n"
- " color += uCoefficient.y * texture2D( sTexture, vTexCoord );\n"
- " color += uCoefficient.z * texture2D( sTexture, vTexCoord + vec2(0.0, uTexScale.y) );\n"
- " gl_FragColor = color;\n"
- "}\n"
-};
-
-const char* const COMPOSITE_FRAGMENT_SOURCE =
-{
- "varying mediump vec2 vTexCoord;\n"
- "uniform sampler2D sTexture;\n"
- "uniform lowp vec4 uEffectColor;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = uEffectColor;\n"
- " gl_FragColor.a *= texture2D( sTexture, vTexCoord).a;\n"
- "}\n"
-};
-
-const char* const TEX_SCALE_UNIFORM_NAME( "uTexScale" );
-const char* const COEFFICIENT_UNIFORM_NAME( "uCoefficient" );
-const char* const COLOR_UNIFORM_NAME( "uEffectColor" );
+const char* const TEX_SCALE_UNIFORM_NAME("uTexScale");
+const char* const COEFFICIENT_UNIFORM_NAME("uCoefficient");
+const char* const COLOR_UNIFORM_NAME("uEffectColor");