Changeset 683
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- Unmodified
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trunk/src/eglapp.cpp
r682 r683 25 25 26 26 #include "core.h" 27 #include "lolgl.h" 27 28 #include "eglapp.h" 28 29 -
trunk/src/scene.cpp
r675 r683 155 155 156 156 #if defined HAVE_GL_2X || defined HAVE_GLES_2X 157 GLuint uni, attr_pos, attr_tex; 158 uni = stdshader->GetUniformLocation("model_matrix"); 157 GLuint uni_mat, uni_tex, attr_pos, attr_tex; 159 158 attr_pos = stdshader->GetAttribLocation("in_Position"); 160 159 attr_tex = stdshader->GetAttribLocation("in_TexCoord"); 161 160 162 161 stdshader->Bind(); 163 glUniformMatrix4fv(uni, 1, GL_FALSE, &model_matrix[0][0]); 162 uni_mat = stdshader->GetUniformLocation("model_matrix"); 163 glUniformMatrix4fv(uni_mat, 1, GL_FALSE, &model_matrix[0][0]); 164 uni_tex = stdshader->GetUniformLocation("in_Texture"); 165 glUniform1i(uni_tex, 0); 164 166 165 167 glEnable(GL_DEPTH_TEST); … … 210 212 211 213 #if defined HAVE_GL_2X || defined HAVE_GLES_2X 214 stdshader->Bind(); 215 #endif 216 glActiveTexture(GL_TEXTURE0); 217 Tiler::Bind(data->tiles[i].code); 218 219 #if defined HAVE_GL_2X || defined HAVE_GLES_2X 212 220 # if !defined HAVE_GLES_2X 213 221 glBindVertexArray(data->vao); … … 248 256 #endif 249 257 250 #if defined HAVE_GL_2X || defined HAVE_GLES_2X251 stdshader->Bind();252 #endif253 254 Tiler::Bind(data->tiles[i].code);255 258 glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6); 256 259 -
trunk/src/video.cpp
r682 r683 31 31 #if defined HAVE_GL_2X || defined HAVE_GLES_2X 32 32 static char const *vertexshader = 33 #if !defined HAVE_GLES_2X 34 "#version 130\n" 35 #endif 36 "\n" 33 37 #if defined HAVE_GLES_2X 34 38 "attribute vec3 in_Position;\n" … … 36 40 "varying vec2 pass_TexCoord;\n" 37 41 #else 38 "#version 130\n"39 "\n"40 42 "in vec3 in_Position;\n" 41 43 "in vec2 in_TexCoord;\n" … … 60 62 61 63 static char const *fragmentshader = 64 #if !defined HAVE_GLES_2X 62 65 "#version 130\n" 66 #endif 63 67 "\n" 64 68 "uniform sampler2D in_Texture;\n" … … 71 75 "void main()\n" 72 76 "{\n" 73 //" gl_FragColor = 0.5 * (texture2D(in_Texture, vec2(gl_TexCoord[0]))\n" 74 //" + vec4(pass_Color, 1.0));\n"75 #if defined HAVE_GLES_2X 76 " gl_FragColor = vec4(0.5, 1.0, 0.0, 0.5);\n"77 #if defined HAVE_GLES_2X 78 " gl_FragColor = texture2D(in_Texture, pass_TexCoord);\n" 79 //" gl_FragColor = vec4(0.5, 1.0, 0.0, 0.5);\n" 80 //" gl_FragColor = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n" 77 81 #else 78 82 " gl_FragColor = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" 79 83 #endif 80 //" gl_FragColor = texture2D(in_Texture, pass_TexCoord);\n"81 84 "}\n"; 82 85 #endif
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