I've been putting shader code into assets or raw resources for a long
while. Writing your shaders as strings is a pain.

--
H
On Dec 11, 2012 12:29 AM, "bob" <b...@coolfone.comze.com> wrote:

> I'm looking at the BasicGLSurfaceView example, and I'm thinking maybe the
> vertex shader and fragment shader ought to be stored as assets for
> readability.
>
> Right now they are like this:
>
>     private final String mVertexShader =
>         "uniform mat4 uMVPMatrix;\n" +
>         "attribute vec4 aPosition;\n" +
>         "attribute vec2 aTextureCoord;\n" +
>         "varying vec2 vTextureCoord;\n" +
>         "void main() {\n" +
>         "  gl_Position = uMVPMatrix * aPosition;\n" +
>         "  vTextureCoord = aTextureCoord;\n" +
>         "}\n";
>
>     private final String mFragmentShader =
>         "precision mediump float;\n" +
>         "varying vec2 vTextureCoord;\n" +
>         "uniform sampler2D sTexture;\n" +
>         "void main() {\n" +
>         "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
>         "}\n";
>
>
>
> On iOS, they are stored in .vsh and .fsh files.  I think we should do
> something like that.  What do you guys think?
>
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