+#define MAKE_SHADER(A)#A
+
+const char* VERTEX_SHADER = MAKE_SHADER(
+attribute mediump vec2 aPosition;
+attribute mediump vec2 aTexCoord;
+attribute mediump vec4 aColor;
+uniform mediump vec2 uOffset;
+uniform mediump mat4 uMvpMatrix;
+varying mediump vec2 vTexCoord;
+varying mediump vec4 vColor;
+
+void main()
+{
+ mediump vec4 position = vec4( aPosition.xy + uOffset, 0.0, 1.0 );
+ gl_Position = uMvpMatrix * position;
+ vTexCoord = aTexCoord;
+ vColor = aColor;
+}
+);
+
+const char* FRAGMENT_SHADER_L8 = MAKE_SHADER(
+uniform lowp vec4 uColor;
+uniform sampler2D sTexture;
+varying mediump vec2 vTexCoord;
+varying mediump vec4 vColor;
+
+void main()
+{
+ mediump vec4 color = texture2D( sTexture, vTexCoord );
+ gl_FragColor = vec4( vColor.rgb * uColor.rgb, vColor.a * uColor.a * color.r );
+}
+);
+
+const char* FRAGMENT_SHADER_RGBA = MAKE_SHADER(
+uniform lowp vec4 uColor;
+uniform sampler2D sTexture;
+varying mediump vec2 vTexCoord;
+
+void main()
+{
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
+}
+);
+