/** ** Supermodel ** A Sega Model 3 Arcade Emulator. ** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson ** ** This file is part of Supermodel. ** ** Supermodel is free software: you can redistribute it and/or modify it under ** the terms of the GNU General Public License as published by the Free ** Software Foundation, either version 3 of the License, or (at your option) ** any later version. ** ** Supermodel is distributed in the hope that it will be useful, but WITHOUT ** ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or ** FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for ** more details. ** ** You should have received a copy of the GNU General Public License along ** with Supermodel. If not, see . **/ /* * Shaders2D.h * * Header file containing the 2D vertex and fragment shaders. */ #ifndef INCLUDED_SHADERS2D_H #define INCLUDED_SHADERS2D_H // Vertex shader static const char s_vertexShaderSource[] = R"glsl( #version 410 core // outputs out vec2 fsTexCoord; void main(void) { const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0), vec4(-1.0, 1.0, 0.0, 1.0), vec4( 1.0, -1.0, 0.0, 1.0), vec4( 1.0, 1.0, 0.0, 1.0)); fsTexCoord = ((vertices[gl_VertexID % 4].xy + 1.0) / 2.0); fsTexCoord.y = 1.0 - fsTexCoord.y; // flip upside down gl_Position = vertices[gl_VertexID % 4]; } )glsl"; // Fragment shader static const char s_fragmentShaderSource[] = R"glsl( #version 410 core // inputs uniform sampler2D tex1; // texture in vec2 fsTexCoord; // outputs out vec4 fragColor; void main() { fragColor = texture(tex1, fsTexCoord); } )glsl"; #endif // INCLUDED_SHADERS2D_H