📄 texshader.cpp
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// Sh: A GPU metaprogramming language.//// Copyright 2003-2005 Serious Hack Inc.// // This library is free software; you can redistribute it and/or// modify it under the terms of the GNU Lesser General Public// License as published by the Free Software Foundation; either// version 2.1 of the License, or (at your option) any later version.//// This library is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU// Lesser General Public License for more details.//// You should have received a copy of the GNU Lesser General Public// License along with this library; if not, write to the Free Software// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, // MA 02110-1301, USA//////////////////////////////////////////////////////////////////////////////#include <sh/sh.hpp>#include <sh/shutil.hpp>#include <iostream>#include "Shader.hpp"#include "Globals.hpp"using namespace SH;using namespace ShUtil;class TexShader : public Shader {public: TexShader(); ~TexShader(); bool init(); ShProgram vertex() { return vsh;} ShProgram fragment() { return fsh;} ShProgram vsh, fsh; static TexShader instance;};TexShader::TexShader() : Shader("Debugging: Texture Coordinates"){}TexShader::~TexShader(){}bool TexShader::init(){ std::cerr << "Initializing " << name() << std::endl; vsh = ShKernelLib::shVsh( Globals::mv, Globals::mvp ); vsh = shSwizzle("texcoord", "posh") << vsh; fsh = SH_BEGIN_FRAGMENT_PROGRAM { ShInputTexCoord2f i; ShOutputColor3f o = i(0,1,0); } SH_END_PROGRAM; return true;}TexShader TexShader::instance = TexShader();
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