package shaders;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
public final class WithoutShadowShader {
static final public ShaderProgram createShadowShader() {
final String vertexShader = "attribute vec4 a_position;\n" //
+ "attribute vec2 a_texCoord;\n" //
+ "varying vec2 v_texCoords;\n" //
+ "\n" //
+ "void main()\n" //
+ "{\n" //
+ " v_texCoords = a_texCoord;\n" //
+ " gl_Position = a_position;\n" //
+ "}\n";
final String fragmentShader = "#ifdef GL_ES\n" //
+ "precision lowp float;\n" //
+ "#define MED mediump\n"
+ "#else\n"
+ "#define MED \n"
+ "#endif\n" //
+ "varying MED vec2 v_texCoords;\n" //
+ "uniform sampler2D u_texture;\n" //
+ "void main()\n"//
+ "{\n" //
+ "gl_FragColor = texture2D(u_texture, v_texCoords);\n"
+ "}\n";
ShaderProgram.pedantic = false;
ShaderProgram woShadowShader = new ShaderProgram(vertexShader,
fragmentShader);
if (woShadowShader.isCompiled() == false) {
Gdx.app.log("ERROR", woShadowShader.getLog());
}
return woShadowShader;
}
}