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#pragma once
#ifndef QSSG_RENDER_EXAMPLE_TOOLS_H
#define QSSG_RENDER_EXAMPLE_TOOLS_H
#include "renderexample.h"
class QSSGRenderExampleTools
{
public:
static const char *getSimpleVertShader()
{
return "#version 120\n"
"uniform mat4 mat_mvp;\n"
"attribute vec3 attr_pos; // Vertex pos\n"
"attribute vec3 attr_norm; // Vertex pos\n"
"attribute vec2 attr_uv; // UV coords\n"
"varying vec4 color_to_add;\n"
"varying vec2 uv_coords;\n"
"void main()\n"
"{\n"
"gl_Position = mat_mvp * vec4(attr_pos, 1.0);\n"
"color_to_add.xyz = attr_norm * attr_norm;\n"
"color_to_add.a = 1.0;\n"
"uv_coords = attr_uv;\n"
"}\n";
}
static const char *getSimpleFragShader()
{
return "#version 120\n"
"varying vec4 color_to_add;\n"
"void main()\n"
"{\n"
"gl_FragColor=color_to_add;\n"
"}\n";
}
static const char *getSimpleFragShaderTex()
{
return "#version 120\n"
"uniform sampler2D image0;\n"
"varying vec2 uv_coords;\n"
"void main()\n"
"{\n"
"gl_FragColor=vec4(texture2D( image0, uv_coords ).xyz, 1.0 );\n"
"}\n";
}
static QSSGRef<QSSGRenderInputAssembler> createBox(QSSGRef<QSSGRenderContext> context,
QSSGRef<QSSGRenderVertexBuffer> &outVertexBuffer,
QSSGRef<QSSGRenderIndexBuffer> &outIndexBuffer);
static QSSGRef<QSSGRenderShaderProgram> createSimpleShader(QSSGRef<QSSGRenderContext> context);
static QSSGRef<QSSGRenderShaderProgram> createSimpleShaderTex(QSSGRef<QSSGRenderContext> context);
};
#endif