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? >> >> -- >> You received this message because you are subscribed to the Google >> Groups "Android Developers" group. >> To post to this group, send email to >> android-d...@googlegroups.com<javascript:> >> To unsubscribe from this group, send email to >> android-developers+unsubscr...@googlegroups.com <javascript:> >> For more options, visit this group at >> http://groups.google.com/group/android-developers?hl=en > > -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to android-developers@googlegroups.com To unsubscribe from this group, send email to android-developers+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/android-developers?hl=en