| OLD | NEW |
| 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 |
| (...skipping 79 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 90 GLushort *indices = NULL; | 90 GLushort *indices = NULL; |
| 91 GLbyte vShaderStr[] = | 91 GLbyte vShaderStr[] = |
| 92 "attribute vec4 a_position; \n" | 92 "attribute vec4 a_position; \n" |
| 93 "attribute vec3 a_normal; \n" | 93 "attribute vec3 a_normal; \n" |
| 94 "varying vec3 v_normal; \n" | 94 "varying vec3 v_normal; \n" |
| 95 "void main() \n" | 95 "void main() \n" |
| 96 "{ \n" | 96 "{ \n" |
| 97 " gl_Position = a_position; \n" | 97 " gl_Position = a_position; \n" |
| 98 " v_normal = a_normal; \n" | 98 " v_normal = a_normal; \n" |
| 99 "} \n"; | 99 "} \n"; |
| 100 | 100 |
| 101 // TODO(alokp): Shaders containing "precision" do not compile. |
| 101 GLbyte fShaderStr[] = | 102 GLbyte fShaderStr[] = |
| 102 "precision mediump float; \n" | 103 "//precision mediump float; \n" |
| 103 "varying vec3 v_normal; \n" | 104 "varying vec3 v_normal; \n" |
| 104 "uniform samplerCube s_texture; \n" | 105 "uniform samplerCube s_texture; \n" |
| 105 "void main() \n" | 106 "void main() \n" |
| 106 "{ \n" | 107 "{ \n" |
| 107 " gl_FragColor = textureCube( s_texture, v_normal );\n" | 108 " gl_FragColor = textureCube( s_texture, v_normal );\n" |
| 108 "} \n"; | 109 "} \n"; |
| 109 | 110 |
| 110 // Load the shaders and get a linked program object | 111 // Load the shaders and get a linked program object |
| 111 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); | 112 userData->programObject = esLoadProgram ( vShaderStr, fShaderStr ); |
| 112 | 113 |
| (...skipping 81 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 194 | 195 |
| 195 // Delete texture object | 196 // Delete texture object |
| 196 glDeleteTextures ( 1, &userData->textureId ); | 197 glDeleteTextures ( 1, &userData->textureId ); |
| 197 | 198 |
| 198 // Delete program object | 199 // Delete program object |
| 199 glDeleteProgram ( userData->programObject ); | 200 glDeleteProgram ( userData->programObject ); |
| 200 | 201 |
| 201 // Delete vertex buffer objects | 202 // Delete vertex buffer objects |
| 202 glDeleteBuffers ( 3, userData->vboIds ); | 203 glDeleteBuffers ( 3, userData->vboIds ); |
| 203 } | 204 } |
| OLD | NEW |