gcores ~/apps/Menu branch first commit

This commit is contained in:
cpi
2019-07-16 03:40:14 +00:00
parent 2d75a8d65d
commit 45737f787c
2136 changed files with 214 additions and 17128 deletions

View File

@@ -0,0 +1,8 @@
/* Input */
varying vec4 v_Color;
void main()
{
/* Use the current color */
gl_FragColor = v_Color;
}

View File

@@ -0,0 +1,15 @@
/* Input */
uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix */
attribute vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */
attribute vec4 a_Color; /* Per-vertex color information */
/* Output */
varying vec4 v_Color; /* This will be passed into the fragment shader. */
void main()
{
/* Send the color to the fragment shader (swizzle the color components to from argb to rgba) */
v_Color = a_Color.bgra;
/* gl_Position is a special variable used to store the final position. */
/* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */
gl_Position = u_MVPMatrix * vec4(a_Position, 0.0, 1.0); /* DKS: Note I changed a_Position from 3D to 2D */
}

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/* Input */
varying vec4 v_Color;
varying vec2 v_Texcoord0;
uniform sampler2D u_Texture0;
uniform sampler2D u_Texture1;
void main()
{
/* Sample the current texture */
gl_FragColor = vec4(texture2D( u_Texture0, v_Texcoord0 ).rgb, texture2D( u_Texture1, v_Texcoord0 ).r) * v_Color;
}

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@@ -0,0 +1,11 @@
/* Input */
varying vec4 v_Color;
varying vec2 v_Texcoord0;
uniform sampler2D u_Texture0;
void main()
{
/* Sample the current texture */
gl_FragColor = texture2D( u_Texture0, v_Texcoord0 ) * v_Color;
}

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@@ -0,0 +1,19 @@
/* Input */
uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix. */
attribute vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */
attribute vec4 a_Color; /* Per-vertex color information */
attribute vec2 a_Texcoord0; /* Per-vertex texcoord information */
/* Output */
varying vec4 v_Color; /* This will be passed into the fragment shader. */
varying vec2 v_Texcoord0;
void main()
{
/* Send the color to the fragment shader (swizzle the color components to rgba) */
v_Color = a_Color.bgra;
/* Send the texcoords to the fragment shader */
v_Texcoord0 = a_Texcoord0;
/* gl_Position is a special variable used to store the final position. */
/* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */
gl_Position = u_MVPMatrix * vec4(a_Position, 0.0, 1.0); /* DKS: Note I changed a_Position from 3D to 2D */
}

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@@ -0,0 +1,10 @@
/* Input */
in vec4 v_Color;
/* Output */
out vec4 v_FragColor;
void main()
{
/* Use the current color */
v_FragColor = v_Color;
}

View File

@@ -0,0 +1,15 @@
/* Input */
uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix */
in vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */
in vec4 a_Color; /* Per-vertex color information */
/* Output */
out vec4 v_Color; /* This will be passed into the fragment shader. */
void main()
{
/* Send the color to the fragment shader (swizzle the color components to from argb to rgba) */
v_Color = a_Color.bgra;
/* gl_Position is a special variable used to store the final position. */
/* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */
gl_Position = u_MVPMatrix * vec4(a_Position, 0.0, 1.0); /* DKS: Note I changed a_Position from 3D to 2D */
}

View File

@@ -0,0 +1,13 @@
/* Input */
in vec4 v_Color;
in vec2 v_Texcoord0;
uniform sampler2D u_Texture0;
uniform sampler2D u_Texture1;
/* Output */
out vec4 v_FragColor;
void main()
{
/* Sample the current texture */
v_FragColor = vec4(texture( u_Texture0, v_Texcoord0 ).rgb, texture( u_Texture1, v_Texcoord0 ).r) * v_Color;
}

View File

@@ -0,0 +1,12 @@
/* Input */
in vec4 v_Color;
in vec2 v_Texcoord0;
uniform sampler2D u_Texture0;
/* Output */
out vec4 v_FragColor;
void main()
{
/* Sample the current texture */
v_FragColor = texture( u_Texture0, v_Texcoord0 ) * v_Color;
}

View File

@@ -0,0 +1,19 @@
/* Input */
uniform mat4 u_MVPMatrix; /* A constant representing the combined model/view/projection matrix. */
in vec2 a_Position; /* Per-vertex position information - DKS: Note I changed this from 3D to 2D */
in vec4 a_Color; /* Per-vertex color information */
in vec2 a_Texcoord0; /* Per-vertex texcoord information */
/* Output */
out vec4 v_Color; /* This will be passed into the fragment shader. */
out vec2 v_Texcoord0;
void main()
{
/* Send the color to the fragment shader (swizzle the color components to rgba) */
v_Color = a_Color.bgra;
/* Send the texcoords to the fragment shader */
v_Texcoord0 = a_Texcoord0;
/* gl_Position is a special variable used to store the final position. */
/* Multiply the vertex by the matrix to get the final point in normalized screen coordinates. */
gl_Position = u_MVPMatrix * vec4(a_Position, 0.0f, 1.0f); /* DKS: Note I changed a_Position from 3D to 2D */
}