/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ namespace NCryOpenGL { const char* GLBlitFramebufferHelper::s_uniformBufferName = "vcPER_BATCH"; const char* GLBlitFramebufferHelper::s_tex0SamplerName = "text0"; const char* GLBlitFramebufferHelper::s_vertexInput0 = "Input0"; const char* GLBlitFramebufferHelper::s_blitVertexShader = "precision highp float;" "layout(std140) uniform;" "layout(location = 0) in highp vec4 Input0;" "layout(location = 0) out highp vec4 VtxOutput0;" "uniform vcPER_BATCH" "{" " mat4x3 UVMatrix;" "};" "void main()" "{" " gl_Position = vec4(Input0.xy, 0, 1);" " VtxOutput0 = vec3(Input0.zw, 1.0) * UVMatrix;" "}"; const char* GLBlitFramebufferHelper::s_blitFragmentShader = "precision highp float;" "layout(location = 0) in highp vec4 VtxOutput0;" "layout(location = 0) out vec4 Output0;" "uniform sampler2D text0;" "void main()" "{" " Output0 = texture(text0, VtxOutput0.xy);" "}"; }