#include "Functions.h" #define GP_GL_SHADER_CODE_COPYQUADP_GLSL "uniform sampler2D surfaceTexture;\n"\ "varying vec4 texCoord;\n"\ "\n"\ "uniform vec4 dxdy_dimensions;\n"\ "\n"\ "vec3 SamplePixel(vec2 coord)\n"\ "{\n"\ " return texture2D(surfaceTexture, (coord + vec2(0.5, 0.5)) / dxdy_dimensions.zw).rgb;\n"\ "}\n"\ "\n"\ "void main()\n"\ "{\n"\ " gl_FragColor = vec4(LinearToSRGB(texture2D(surfaceTexture, texCoord.xy).rgb), 1.0);\n"\ "}\n" namespace GpBinarizedShaders { const char *g_copyQuadP_GL2 = GP_GL_SHADER_CODE_PRECISION_PREFIX GP_GL_SHADER_CODE_FUNCTIONS_H GP_GL_SHADER_CODE_COPYQUADP_GLSL; }