-const char* MATERIAL_SAMPLE( DEMO_IMAGE_DIR "gallery-small-48.jpg" );
-const char* MATERIAL_SAMPLE2( DEMO_IMAGE_DIR "gallery-medium-19.jpg" );
-
-#define MAKE_SHADER(A)#A
-
-const char* VERTEX_SHADER = MAKE_SHADER(
-attribute mediump vec2 aPosition;
-attribute highp float aHue;
-varying mediump vec2 vTexCoord;
-uniform mediump mat4 uMvpMatrix;
-uniform mediump vec3 uSize;
-uniform mediump float uPointSize;
-uniform lowp vec4 uFadeColor;
-varying mediump vec3 vVertexColor;
-varying mediump float vHue;
-
-vec3 hsv2rgb(vec3 c)
-{
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
-}
-
-void main()
-{
- mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- vertexPosition.xyz *= (uSize-uPointSize);
- vertexPosition = uMvpMatrix * vertexPosition;
- vVertexColor = hsv2rgb( vec3( aHue, 0.7, 1.0 ) );
- vHue = aHue;
- gl_PointSize = uPointSize;
- gl_Position = vertexPosition;
-}
-);
-
-const char* FRAGMENT_SHADER = MAKE_SHADER(
-varying mediump vec3 vVertexColor;
-varying mediump float vHue;
-uniform lowp vec4 uColor;
-uniform sampler2D sTexture1;
-uniform sampler2D sTexture2;
-uniform lowp vec4 uFadeColor;
-
-void main()
-{
- mediump vec4 texCol1 = texture2D(sTexture1, gl_PointCoord);
- mediump vec4 texCol2 = texture2D(sTexture2, gl_PointCoord);
- gl_FragColor = vec4(vVertexColor, 1.0) * ((texCol1*vHue) + (texCol2*(1.0-vHue)));
-}
-);