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| 1 // | 1 // | 
| 2 // Book:      OpenGL(R) ES 2.0 Programming Guide | 2 // Book:      OpenGL(R) ES 2.0 Programming Guide | 
| 3 // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner | 3 // Authors:   Aaftab Munshi, Dan Ginsburg, Dave Shreiner | 
| 4 // ISBN-10:   0321502795 | 4 // ISBN-10:   0321502795 | 
| 5 // ISBN-13:   9780321502797 | 5 // ISBN-13:   9780321502797 | 
| 6 // Publisher: Addison-Wesley Professional | 6 // Publisher: Addison-Wesley Professional | 
| 7 // URLs:      http://safari.informit.com/9780321563835 | 7 // URLs:      http://safari.informit.com/9780321563835 | 
| 8 //            http://www.opengles-book.com | 8 //            http://www.opengles-book.com | 
| 9 // | 9 // | 
| 10 | 10 | 
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| 64    GLbyte vShaderStr[] = | 64    GLbyte vShaderStr[] = | 
| 65       "attribute vec4 a_position;   \n" | 65       "attribute vec4 a_position;   \n" | 
| 66       "attribute vec2 a_texCoord;   \n" | 66       "attribute vec2 a_texCoord;   \n" | 
| 67       "varying vec2 v_texCoord;     \n" | 67       "varying vec2 v_texCoord;     \n" | 
| 68       "void main()                  \n" | 68       "void main()                  \n" | 
| 69       "{                            \n" | 69       "{                            \n" | 
| 70       "   gl_Position = a_position; \n" | 70       "   gl_Position = a_position; \n" | 
| 71       "   v_texCoord = a_texCoord;  \n" | 71       "   v_texCoord = a_texCoord;  \n" | 
| 72       "}                            \n"; | 72       "}                            \n"; | 
| 73 | 73 | 
|  | 74    // TODO(alokp): Shaders containing "precision" do not compile. | 
| 74    GLbyte fShaderStr[] = | 75    GLbyte fShaderStr[] = | 
| 75       "precision mediump float;                            \n" | 76       "//precision mediump float;                            \n" | 
| 76       "varying vec2 v_texCoord;                            \n" | 77       "varying vec2 v_texCoord;                            \n" | 
| 77       "uniform sampler2D s_texture;                        \n" | 78       "uniform sampler2D s_texture;                        \n" | 
| 78       "void main()                                         \n" | 79       "void main()                                         \n" | 
| 79       "{                                                   \n" | 80       "{                                                   \n" | 
| 80       "  gl_FragColor = texture2D( s_texture, v_texCoord );\n" | 81       "  gl_FragColor = texture2D( s_texture, v_texCoord );\n" | 
| 81       "}                                                   \n"; | 82       "}                                                   \n"; | 
| 82 | 83 | 
| 83    GLfloat vVertices[] = { -0.5f,  0.5f, 0.0f,  // Position 0 | 84    GLfloat vVertices[] = { -0.5f,  0.5f, 0.0f,  // Position 0 | 
| 84                             0.0f,  0.0f,        // TexCoord 0 | 85                             0.0f,  0.0f,        // TexCoord 0 | 
| 85                            -0.5f, -0.5f, 0.0f,  // Position 1 | 86                            -0.5f, -0.5f, 0.0f,  // Position 1 | 
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| 167 | 168 | 
| 168    // Delete texture object | 169    // Delete texture object | 
| 169    glDeleteTextures ( 1, &userData->textureId ); | 170    glDeleteTextures ( 1, &userData->textureId ); | 
| 170 | 171 | 
| 171    // Delete VBOs | 172    // Delete VBOs | 
| 172    glDeleteBuffers ( 2, userData->vboIds ); | 173    glDeleteBuffers ( 2, userData->vboIds ); | 
| 173 | 174 | 
| 174    // Delete program object | 175    // Delete program object | 
| 175    glDeleteProgram ( userData->programObject ); | 176    glDeleteProgram ( userData->programObject ); | 
| 176 } | 177 } | 
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