* See: modules/evas/engines/gl_common/shader_3d/gen_shaders_3d.sh */
static const char const vertex_color_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"uniform mat4 uMatrixMvp;\n"
"varying vec4 vColor;\n"
"#ifdef VERTEX_POSITION\n"
"}\n";
static const char const vertex_color_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"varying vec4 vColor;\n"
"#ifdef FOG_ENABLED\n"
"uniform float uFogFactor;\n"
"}\n";
static const char const diffuse_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"uniform mat4 uMatrixMvp;\n"
"#ifdef VERTEX_POSITION\n"
"attribute vec4 aPosition0;\n"
"}\n";
static const char const diffuse_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"#ifdef NEED_TEX_COORD\n"
"varying vec2 vTexCoord;\n"
"#endif //TEX_COORD\n"
"}\n";
static const char const flat_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"uniform mat4 uMatrixMvp;\n"
"uniform mat3 uMatrixNormal;\n"
"uniform mat4 uMatrixModelview;\n"
"}\n";
static const char const flat_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"varying vec2 vFactor;\n"
"#ifdef NEED_TEX_COORD\n"
"varying vec2 vTexCoord;\n"
"}\n";
static const char const phong_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"uniform mat4 uMatrixMvp;\n"
"uniform mat3 uMatrixNormal;\n"
"uniform mat4 uMatrixModelview;\n"
"}\n";
static const char const phong_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"varying vec3 vLightVector;\n"
"varying vec3 vLightHalfVector;\n"
"varying vec3 vNormal;\n"
"}\n";
static const char const normal_map_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"uniform mat4 uMatrixMvp;\n"
"uniform mat3 uMatrixNormal;\n"
"uniform mat4 uMatrixModelview;\n"
"}\n";
static const char const normal_map_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"varying vec3 vLightVector;\n"
"varying vec3 vLightHalfVector;\n"
"uniform sampler2D uTextureNormal0;\n"
"}\n";
static const char const shadow_map_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"uniform mat4 uMatrixMvp;\n"
"#ifdef VERTEX_POSITION\n"
"attribute vec4 aPosition0;\n"
"}\n";
static const char const shadow_map_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"#ifdef ALPHA_TEST_ENABLED\n"
"#ifdef NEED_TEX_COORD\n"
"varying vec2 vTexCoord;\n"
"}\n";
static const char const color_pick_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"uniform mat4 uMatrixMvp;\n"
"#ifdef VERTEX_POSITION\n"
"attribute vec4 aPosition0;\n"
"}\n";
static const char const color_pick_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"uniform float uColorPick;\n"
"void main()\n"
"{\n"
"}\n";
static const char const parallax_occlusion_vert_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"uniform mat4 uMatrixMvp;\n"
"uniform mat3 uMatrixNormal;\n"
"uniform mat4 uMatrixModelview;\n"
"}\n";
static const char const parallax_occlusion_frag_glsl[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "precision mediump int;\n"
+ "precision lowp sampler2D;\n"
+ "#endif\n"
"varying vec3 vLightVector;\n"
"varying vec3 vLightHalfVector;\n"
"uniform sampler2D uTextureNormal0;\n"