FragShader.cpp 3.0 KB

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  1. // This file was created by Filewrap 1.1
  2. // Little endian mode
  3. // DO NOT EDIT
  4. #include "../PVRTMemoryFileSystem.h"
  5. // using 32 bit to guarantee alignment.
  6. #ifndef A32BIT
  7. #define A32BIT static const unsigned int
  8. #endif
  9. // ******** Start: FragShader.fsh ********
  10. // File data
  11. static const char _FragShader_fsh[] =
  12. "uniform sampler2D sTexture;\r\n"
  13. "\r\n"
  14. "varying lowp float SpecularIntensity;\r\n"
  15. "varying mediump vec2 RefractCoord;\r\n"
  16. "\r\n"
  17. "void main()\r\n"
  18. "{\r\n"
  19. "\tlowp vec3 refractColor = texture2D(sTexture, RefractCoord).rgb;\t\r\n"
  20. "\tgl_FragColor = vec4(refractColor + SpecularIntensity, 1.0);\r\n"
  21. "}";
  22. // Register FragShader.fsh in memory file system at application startup time
  23. static CPVRTMemoryFileSystem RegisterFile_FragShader_fsh("FragShader.fsh", _FragShader_fsh, 261);
  24. // ******** End: FragShader.fsh ********
  25. // This file was created by Filewrap 1.1
  26. // Little endian mode
  27. // DO NOT EDIT
  28. #include "../PVRTMemoryFileSystem.h"
  29. // using 32 bit to guarantee alignment.
  30. #ifndef A32BIT
  31. #define A32BIT static const unsigned int
  32. #endif
  33. // ******** Start: FragShader.fsc ********
  34. // File data
  35. A32BIT _FragShader_fsc[] = {
  36. 0x10fab438,0xd60c6d13,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0x44030000,0x1000000,0x4000000,0x0,0x18000000,0x202,0xd2e08,0x1020000,0x3a080000,0x2,0x42010000,0x55535020,0x20,0x136,0x1,0x0,0x0,0x224,0x0,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x770009,0xffff,0x20002,0x0,0x20000,0x0,0x0,0x0,0x0,0x0,0x3fffc,0x40000,0x1,0x0,0xffff0003,0xffffffff,0x10001,0x800000,0x4,0x10002,0x10003,0x0,0x1,0x10000,0x9120c038,0x4083103e,0xffffffff,0xffffffff,0x0,0x0,0x4,
  37. 0x50003,0x10000,0x80010002,0x80018001,0x8001,0x0,0x0,0x70000,0x60a0007,0x30003,0x3,0x10001,0x1,0x40004,0x4,0x10000,0x2,0x1,0x0,0x20001,0x2,0x20003,0x80018001,0x80018001,0x0,0x0,0x0,0x80000010,0x1ffca022,0x4804080,0x1002e000,0xc12881,0xc4068000,0x68980,0x0,0x50206401,0x205553,0x1580000,0x10000,0x0,0x0,0x2a40000,0x0,0x20000,0x7d0000,0x0,0x80000,0x0,0xffff0000,0xffff,0x90000,0xffff0077,0x20000,0x3,0x0,0x2,0x0,0x0,0x0,0x0,0xfffc0000,0x1,0x10004,0x0,
  38. 0x30000,0xffffffff,0x1ffff,0x1,0x40080,0x20000,0x30001,0x1,0x10000,0x0,0xc0380001,0x103e9120,0xffff4083,0xffffffff,0xffff,0x0,0x40000,0x30000,0x2,0x20001,0x80018001,0x80018001,0x0,0x0,0x0,0x1000a040,0x52883,0x10000,0x80010002,0x80018001,0x8001,0x0,0x0,0x70000,0x60a0007,0x10001,0x1,0x20002,0x2,0x40004,0x4,0x10000,0x2,0x30001,0x0,0x20001,0x2,0x20003,0x80018001,0x80018001,0x0,0x0,0x0,0x80000000,0x1ffca022,0x4804080,0x1000e000,0x1412881,0xc4000000,0x68980,0x4000000,0x0,0x0,0x0,
  39. 0x803f,0x54730300,0x75747865,0x6572,0x1031800,0x10000,0x200,0x10001,0x66655200,0x74636172,0x726f6f43,0x64,0x20603,0x100,0x2000001,0x300,0x63657053,0x72616c75,0x65746e49,0x7469736e,0x79,0x10602,0x100,0x1040001,0x100,0x0,
  40. };
  41. // Register FragShader.fsc in memory file system at application startup time
  42. static CPVRTMemoryFileSystem RegisterFile_FragShader_fsc("FragShader.fsc", _FragShader_fsc, 868);
  43. // ******** End: FragShader.fsc ********