#include "Functions.h" #define GP_GL_SHADER_CODE_SCALEQUADP_GLSL "uniform sampler2D surfaceTexture;\n"\ "varying vec4 texCoord;\n"\ "\n"\ "uniform vec4 dxdy_dimensions;\n"\ "\n"\ "void main()\n"\ "{\n"\ " vec2 tc = texCoord.xy;\n"\ "\n"\ " gl_FragColor = vec4(texture2D(surfaceTexture, tc).rgb, 1.0);\n"\ "}\n" namespace GpBinarizedShaders { const char *g_scaleQuadP_GL2 = GP_GL_SHADER_CODE_MEDIUM_PRECISION_PREFIX GP_GL_SHADER_CODE_FUNCTIONS_H GP_GL_SHADER_CODE_SCALEQUADP_GLSL; extern const char *g_drawQuadRGBP_GL2; extern const char *g_drawQuad15BitP_GL2; extern const char *g_drawQuadRGBICCP_GL2; extern const char *g_drawQuad15BitICCP_GL2; }