/////////////////////////////////////////////////////////////////////////////////// // Copyright (C) 2016 F4EXB // // written by Edouard Griffiths // // // // This program is free software; you can redistribute it and/or modify // // it under the terms of the GNU General Public License as published by // // the Free Software Foundation as version 3 of the License, or // // // // This program 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 General Public License V3 for more details. // // // // You should have received a copy of the GNU General Public License // // along with this program. If not, see . // /////////////////////////////////////////////////////////////////////////////////// #include "gui/glshadersources.h" const QString GLShaderSources::m_vertexShaderSourceSimple = QString( "#version 150\n" "uniform mat4 uMatrix;\n" "in vec4 vertex\n" "void main() {\n" " gl_Position = uMatrix * vertex;\n" "}\n" ); const QString GLShaderSources::m_fragmentShaderSourceColored = QString( "#version 150\n" "uniform mediump vec4 uColour;\n" "void main() {\n" " gl_FragColor = uColour;\n" "}\n" );