Crazy Eddie's GUI System
0.8.4
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00001 /*********************************************************************** 00002 created: Wed, 8th Feb 2012 00003 author: Lukas E Meindl 00004 *************************************************************************/ 00005 /*************************************************************************** 00006 * Copyright (C) 2004 - 2012 Paul D Turner & The CEGUI Development Team 00007 * 00008 * Permission is hereby granted, free of charge, to any person obtaining 00009 * a copy of this software and associated documentation files (the 00010 * "Software"), to deal in the Software without restriction, including 00011 * without limitation the rights to use, copy, modify, merge, publish, 00012 * distribute, sublicense, and/or sell copies of the Software, and to 00013 * permit persons to whom the Software is furnished to do so, subject to 00014 * the following conditions: 00015 * 00016 * The above copyright notice and this permission notice shall be 00017 * included in all copies or substantial portions of the Software. 00018 * 00019 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 00020 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 00021 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 00022 * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR 00023 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 00024 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 00025 * OTHER DEALINGS IN THE SOFTWARE. 00026 ***************************************************************************/ 00027 00028 #ifndef _CEGUIOpenGL3StandardShaderFrag_h_ 00029 #define _CEGUIOpenGL3StandardShaderFrag_h_ 00030 00031 namespace CEGUI 00032 { 00033 const char StandardShaderFrag[] = 00034 "#version 150 core\n" 00035 00036 "uniform sampler2D texture0;\n" 00037 00038 "in vec2 exTexCoord;\n" 00039 "in vec4 exColour;\n" 00040 00041 "out vec4 out0;\n" 00042 00043 "void main(void)\n" 00044 "{\n" 00045 "out0 = texture(texture0, exTexCoord) * exColour;\n" 00046 "}" 00047 ; 00048 } 00049 #endif