#include <dali/dali.h>
#include "look-camera.h"
+#include "generated/rendering-skybox-vert.h"
+#include "generated/rendering-skybox-frag.h"
+#include "generated/rendering-skybox-cube-vert.h"
+#include "generated/rendering-skybox-cube-frag.h"
using namespace Dali;
using namespace Toolkit;
namespace
{
-// clang-format off
-/*
- * Vertex shader for a textured cube
- */
-const char* VERTEX_SHADER_CUBE = DALI_COMPOSE_SHADER(
-attribute mediump vec3 aPosition;\n // DALi shader builtin
-attribute mediump vec2 aTexCoord;\n // DALi shader builtin
-uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin
-uniform mediump vec3 uSize;\n // DALi shader builtin
-\n
-varying mediump vec2 vTexCoord;\n
-void main()\n
-{\n
- mediump vec4 vertexPosition = vec4(aPosition, 1.0);\n
- vertexPosition.xyz *= uSize;\n
- vTexCoord = aTexCoord;\n
- gl_Position = uMvpMatrix * vertexPosition;\n
-}\n
-);
-
-/*
- * Fragment shader for a textured cube
- */
-const char* FRAGMENT_SHADER_CUBE = DALI_COMPOSE_SHADER(
-uniform sampler2D uTexture;\n
-\n
-varying mediump vec2 vTexCoord;\n
-void main()\n
-{\n
- mediump vec4 texColor = texture2D( uTexture, vTexCoord );\n
- gl_FragColor = texColor;\n
-}\n
-);
-
-/*
- * Vertex shader for a skybox
- */
-const char* VERTEX_SHADER_SKYBOX = DALI_COMPOSE_SHADER(
-attribute mediump vec3 aPosition;\n // DALi shader builtin
-uniform mediump mat4 uMvpMatrix;\n // DALi shader builtin
-\n
-varying mediump vec3 vTexCoord;\n
-void main()\n
-{\n
- vTexCoord.x = aPosition.x;\n
- vTexCoord.y = -aPosition.y;\n // convert to GL coords
- vTexCoord.z = aPosition.z;\n
-
- mediump vec4 vertexPosition = vec4(aPosition, 1.0);\n
- vec4 clipSpacePosition = uMvpMatrix * vertexPosition;\n
- gl_Position = clipSpacePosition.xyww;\n // Writes 1.0, the maximum depth value, into the depth buffer.
- // This is an optimization to avoid running the fragment shader
- // for the pixels hidden by the scene's objects.
-}\n
-);
-
-/*
- * Fragment shader for a skybox
- */
-const char* FRAGMENT_SHADER_SKYBOX = DALI_COMPOSE_SHADER(
-uniform samplerCube uSkyBoxTexture;\n
-\n
-varying mediump vec3 vTexCoord;\n
-void main()\n
-{\n
- mediump vec4 texColor = textureCube( uSkyBoxTexture, vTexCoord );\n
- gl_FragColor = texColor;\n
-}\n
-);
-// clang-format on
const float CAMERA_DEFAULT_FOV(60.0f);
const float CAMERA_DEFAULT_NEAR(0.1f);
*/
void CreateShaders()
{
- mShaderCube = Shader::New(VERTEX_SHADER_CUBE, FRAGMENT_SHADER_CUBE);
- mShaderSkybox = Shader::New(VERTEX_SHADER_SKYBOX, FRAGMENT_SHADER_SKYBOX);
+ mShaderCube = Shader::New(SHADER_RENDERING_SKYBOX_CUBE_VERT, SHADER_RENDERING_SKYBOX_CUBE_FRAG);
+ mShaderSkybox = Shader::New(SHADER_RENDERING_SKYBOX_CUBE_VERT, SHADER_RENDERING_SKYBOX_CUBE_FRAG);
}
/**