imx6x gpu sdk for i.mx6q imx6d i.mx6dl i.mx6s vivante gpu 3d, 2d application
代码片段和文件信息
/****************************************************************************
* Copyright (c) 2012 Freescale Semiconductor Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms with or without
* modification are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice
* this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright notice
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* * Neither the name of the Freescale Semiconductor Inc. nor the names of
* its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS“ AND
ANY EXPRESS OR IMPLIED WARRANTIES INCLUDING BUT NOT LIMITED TO THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT
INDIRECT INCIDENTAL SPECIAL EXEMPLARY OR CONSEQUENTIAL DAMAGES (INCLUDING
BUT NOT LIMITED TO PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE
DATA OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY WHETHER IN CONTRACT STRICT LIABILITY OR TORT (INCLUDING NEGLIGENCE
OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Labels parameters
*****************************************************************************/
#include
GLvoid *pTexel;
// Fragment and vertex shaders code
const char *planefrag_shader_src = /*“uniform sampler2D sampler2d;
“
“varying mediump vec2 myTexCoord;
“
“void main (void)
“
“
“
“{
“
“ gl_FragColor = texture2D(sampler2dmyTexCoord);
“
“}
“;*/
“#ifdef GL_FRAGMENT_PRECISION_HIGH
“
“ precision highp float;
“
“#else
“
“ precision mediump float;
“
“#endif
“
“
“
//RGB
“uniform sampler2D s_texture;
“
“varying vec3 g_vVSColor;
“
“varying vec2 g_vVSTexCoord;
“
“
“
“void main()
“
“{
“
“ gl_FragColor = texture2D(s_textureg_vVSTexCoord);
“
“}
“;
const char *planevertex_shader_src =/* “attribute highp vec4 myVertex;
“
“attribute mediump vec4 myUV;
“
“uniform mediump mat4 myPMVMatrix;
“
“varying mediump vec2 myTexCoord;
“
“uniform mat4 g_matModelView;
“
“uniform mat4 g_matProj;
“
“attribute vec4 g_vPosition;
“
“
“
“void main(void)
“
“{
“
版权声明:本文内容由互联网用户自发贡献,该文观点仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌抄袭侵权/违法违规的内容, 请发送邮件举报,一经查实,本站将立刻删除。
评论列表(条)