/* * Copyright (c) 2016, The Linux Foundation. All rights reserved. * Not a Contribution. * * Copyright 2015 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ const char* fullscreen_vertex_shader = " " "#version 300 es \n" "precision highp float; \n" "layout(location = 0) in vec2 iUV; \n" "out vec2 uv; \n" "void main() \n" "{ \n" " vec2 positions[3]; \n" " positions[0] = vec2(-1.0f, 3.0f); \n" " positions[1] = vec2(-1.0f, -1.0f); \n" " positions[2] = vec2(3.0f, -1.0f); \n" " vec2 uvs[3]; \n" " uvs[0] = vec2(0.0f, -1.0f); \n" " uvs[1] = vec2(0.0f, 1.0f); \n" " uvs[2] = vec2(2.0f, 1.0f); \n" " gl_Position = vec4(positions[gl_VertexID], -1.0f, 1.0f); \n" " uv = uvs[gl_VertexID]; \n" "} \n";