opengl GLSL宏加载shader source

在opengl shader的编写过程中,常用的两种方式是:

  • 将shader 定义为字符串,然后使用glShaderSource加载
static const char *vs =
		"attribute vec4 vertexIn;\n"
		"attribute vec2 textureIn;\n"
		"varying vec2 textureOut;\n"
		"void main(void)\n"
		"{\n"
		"gl_Position = vertexIn;\n"
		"textureOut = textureIn;\n"
		"}\n";

static const char *fs =
		"varying vec2 textureOut;\n"
		"uniform sampler2D tex_y;\n"
		"uniform sampler2D tex_u;\n"
		"uniform sampler2D tex_v;\n"
		"void main(void)\n"
		"{\n"
		"vec3 yuv;\n"
		"vec3 rgb;\n"
		"yuv.x = texture2D(tex_y, textureOut).r;\n"
		"yuv.y = texture2D(tex_u, textureOut).r - 0.5;\n"
		"yuv.z = texture2D(tex_v, textureOut).r - 0.5;\n"
		"rgb = mat3(1, 1, 1, 0, -0.39465, 2.03211, 1.13983, -0.58060, 0) * yuv;\n"
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