#define GP_GL_SHADER_CODE_DRAWQUADV_GLSL "uniform vec4 ndcOriginAndDimensions;\n"\ "uniform vec4 surfaceDimensions_TextureRegion;\n"\ "attribute vec2 posUV;\n"\ "varying vec4 texCoord;\n"\ "\n"\ "void main()\n"\ "{\n"\ " vec2 ndcPos = ndcOriginAndDimensions.xy + posUV.xy * ndcOriginAndDimensions.zw;\n"\ "\n"\ " gl_Position = vec4(ndcPos.x, ndcPos.y, 0.0, 1.0);\n"\ " texCoord = vec4(posUV.xyxy * surfaceDimensions_TextureRegion.zwxy);\n"\ "}\n" namespace GpBinarizedShaders { const char *g_drawQuadV_GL2 = GP_GL_SHADER_CODE_DRAWQUADV_GLSL; }