-#define MAKE_SHADER(A)#A
-
-const char* VERTEX_SHADER = MAKE_SHADER(
-attribute mediump vec2 aPosition1;
-attribute mediump vec2 aPosition2;
-attribute lowp vec3 aColor;
-uniform mediump mat4 uMvpMatrix;
-uniform mediump vec3 uSize;
-uniform mediump float uMorphAmount;
-
-varying lowp vec3 vColor;
-
-void main()
-{
- mediump vec2 morphPosition = mix(aPosition1, aPosition2, uMorphAmount);
- mediump vec4 vertexPosition = vec4(morphPosition, 0.0, 1.0);
- vColor = aColor;
- vertexPosition.xyz *= uSize;
- vertexPosition = uMvpMatrix * vertexPosition;
- gl_Position = vertexPosition;
-}
-);
-
-const char* FRAGMENT_SHADER = MAKE_SHADER(
-uniform lowp vec4 uColor;
-uniform sampler2D sTexture;
-
-varying lowp vec3 vColor;
-
-void main()
-{
- gl_FragColor = uColor * vec4( vColor, 1.0 );
-}
-);
-
-const unsigned short INDEX_LINES[] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 0 };
-const unsigned short INDEX_LOOP[] = { 0, 1, 2, 3, 4 };
-const unsigned short INDEX_STRIP[] = { 0, 1, 2, 3, 4, 0 };
-const unsigned short* INDICES[3] = { &INDEX_LINES[0], &INDEX_LOOP[0], &INDEX_STRIP[0] };
-const unsigned int INDICES_SIZE[3] = { sizeof(INDEX_LINES)/sizeof(INDEX_LINES[0]), sizeof(INDEX_LOOP)/sizeof(INDEX_LOOP[0]), sizeof(INDEX_STRIP)/sizeof(INDEX_STRIP[0])};
+const unsigned short INDEX_LINES[] = {0, 1, 1, 2, 2, 3, 3, 4, 4, 0};
+const unsigned short INDEX_LOOP[] = {0, 1, 2, 3, 4};
+const unsigned short INDEX_STRIP[] = {0, 1, 2, 3, 4, 0};
+const unsigned short* INDICES[3] = {&INDEX_LINES[0], &INDEX_LOOP[0], &INDEX_STRIP[0]};
+const unsigned int INDICES_SIZE[3] = {sizeof(INDEX_LINES) / sizeof(INDEX_LINES[0]), sizeof(INDEX_LOOP) / sizeof(INDEX_LOOP[0]), sizeof(INDEX_STRIP) / sizeof(INDEX_STRIP[0])};