Yeah.  I like to convert the current ones to files by going to ideone.com 
and pasting in short programs like this:

import java.util.*;
import java.lang.*;
 
class Main
{
        public static void main (String[] args) throws java.lang.Exception
        {
                String m =
            "precision mediump float;\n" +
            "uniform sampler2D tex_sampler_0;\n" +
            "uniform float scale;\n" +
            "uniform float stepsizeX;\n" +
            "uniform float stepsizeY;\n" +
            "varying vec2 v_texcoord;\n" +
            "void main() {\n" +
            "  vec3 nbr_color = vec3(0.0, 0.0, 0.0);\n" +
            "  vec2 coord;\n" +
            "  vec4 color = texture2D(tex_sampler_0, v_texcoord);\n" +
            "  coord.x = v_texcoord.x - 0.5 * stepsizeX;\n" +
            "  coord.y = v_texcoord.y - stepsizeY;\n" +
            "  nbr_color += texture2D(tex_sampler_0, coord).rgb - 
color.rgb;\n" +
            "  coord.x = v_texcoord.x - stepsizeX;\n" +
            "  coord.y = v_texcoord.y + 0.5 * stepsizeY;\n" +
            "  nbr_color += texture2D(tex_sampler_0, coord).rgb - 
color.rgb;\n" +
            "  coord.x = v_texcoord.x + stepsizeX;\n" +
            "  coord.y = v_texcoord.y - 0.5 * stepsizeY;\n" +
            "  nbr_color += texture2D(tex_sampler_0, coord).rgb - 
color.rgb;\n" +
            "  coord.x = v_texcoord.x + stepsizeX;\n" +
            "  coord.y = v_texcoord.y + 0.5 * stepsizeY;\n" +
            "  nbr_color += texture2D(tex_sampler_0, coord).rgb - 
color.rgb;\n" +
            "  gl_FragColor = vec4(color.rgb - 2.0 * scale * nbr_color, 
color.a);\n" +
            "}\n";
            
            System.out.println(m);
        }
}



On Tuesday, December 11, 2012 12:38:59 AM UTC-6, Harri Smått wrote:
>
> 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 <javascript:>> 
> 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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