BaseFragShader.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: BaseFragShader.fsh ********
  10. // File data
  11. static const char _BaseFragShader_fsh[] =
  12. "/*\r\n"
  13. " Simple fragment shader:\r\n"
  14. " - Single texturing modulated with vertex lighting\r\n"
  15. "*/\r\n"
  16. "\r\n"
  17. "uniform sampler2D sTexture;\r\n"
  18. "\r\n"
  19. "varying lowp float LightIntensity;\r\n"
  20. "varying mediump vec2 TexCoord;\r\n"
  21. "\r\n"
  22. "void main()\r\n"
  23. "{\r\n"
  24. " gl_FragColor = vec4(texture2D(sTexture, TexCoord).rgb * LightIntensity, 1.0);\r\n"
  25. "}\r\n";
  26. // Register BaseFragShader.fsh in memory file system at application startup time
  27. static CPVRTMemoryFileSystem RegisterFile_BaseFragShader_fsh("BaseFragShader.fsh", _BaseFragShader_fsh, 297);
  28. // ******** End: BaseFragShader.fsh ********
  29. // This file was created by Filewrap 1.1
  30. // Little endian mode
  31. // DO NOT EDIT
  32. #include "../PVRTMemoryFileSystem.h"
  33. // using 32 bit to guarantee alignment.
  34. #ifndef A32BIT
  35. #define A32BIT static const unsigned int
  36. #endif
  37. // ******** Start: BaseFragShader.fsc ********
  38. // File data
  39. A32BIT _BaseFragShader_fsc[] = {
  40. 0x10fab438,0x6b54a2a7,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0x19030000,0x1000000,0x4000000,0x0,0x18000000,0x202,0xa080600,0x1020000,0x91206,0x6000000,0x30010000,0x55535020,0x20,0x124,0x1,0x0,0x0,0x224,0x80,0x2,0x7d,0x0,0x0,0x0,0xffffffff,0x0,0x770009,0xffff,0x2,0x0,0x20000,0x0,0x0,0x0,0x0,0x0,0x3fffc,0x40000,0x1,0x0,0xffff0003,0xffffffff,0x0,0x800000,0x4,0x10002,0x10003,0x0,0x1,0x10000,0xffffffff,0xffffffff,0x0,0x0,0x4,0x50003,0x10000,
  41. 0x80010002,0x80018001,0x8001,0x0,0x0,0x70000,0x60a0007,0x30003,0x3,0x10001,0x1,0x40004,0x4,0x10000,0x2,0x1,0x0,0x20001,0x2,0x20002,0x80018001,0x80018001,0x0,0x0,0x100000,0xa0028000,0x40801ffe,0x60005c40,0x89a21006,0x6,0x52010000,0x55535020,0x20,0x146,0x1,0x0,0x0,0x2a4,0x80,0x2,0x7d,0x0,0x0,0x0,0xffffffff,0x0,0x770009,0xffff,0x20002,0x0,0x20000,0x0,0x0,0x0,0x0,0x0,0x1fffc,0x40000,0x1,0x0,0xffff0003,0xffffffff,0x0,0x800000,
  42. 0x4,0x10002,0x10003,0x0,0x1,0x10000,0xffffffff,0xffffffff,0x0,0x0,0x4,0x20003,0x10000,0x80010002,0x80018001,0x8001,0x0,0x0,0xa0200000,0x28831000,0x5,0x20001,0x80018001,0x80018001,0x0,0x0,0x0,0x70007,0x1060a,0x10001,0x10000,0x10001,0x40000,0x40004,0x0,0x20001,0x10000,0x2,0x10000,0x20002,0x20000,0x80010002,0x80018001,0x8001,0x0,0x0,0x80000000,0x1ffca002,0x5c404080,0x10004000,0x689a2,0x4000000,0x0,0x0,0x0,0x803f,0x54730300,0x75747865,0x6572,0x1031800,0x10000,0x200,0x10001,0x78655400,
  43. 0x726f6f43,0x64,0x20603,0x100,0x2000001,0x300,0x6867694c,0x746e4974,0x69736e65,0x7974,0x1060200,0x10000,0x4000100,0x10001,0x0,
  44. };
  45. // Register BaseFragShader.fsc in memory file system at application startup time
  46. static CPVRTMemoryFileSystem RegisterFile_BaseFragShader_fsc("BaseFragShader.fsc", _BaseFragShader_fsc, 825);
  47. // ******** End: BaseFragShader.fsc ********