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imx6x gpu sdk for i.mx6q imx6d i.mx6dl i.mx6s vivante gpu 3d, 2d application
代碼片段和文件信息
/****************************************************************************
*?Copyright?(c)?2012?Freescale?Semiconductor?Inc.
*?All?rights?reserved.
*
*?Redistribution?and?use?in?source?and?binary?forms?with?or?without?
*?modification?are?permitted?provided?that?the?following?conditions?are?met:
*????
*????*?Redistributions?of?source?code?must?retain?the?above?copyright?notice
* this?list?of?conditions?and?the?following?disclaimer.
*????
*????*?Redistributions?in?binary?form?must?reproduce?the?above?copyright?notice?
* this?list?of?conditions?and?the?following?disclaimer?in?the?documentation?
* and/or?other?materials?provided?with?the?distribution.
*
*? ?*?Neither?the?name?of?the?Freescale?Semiconductor?Inc.?nor?the?names?of?
* its?contributors?may?be?used?to?endorse?or?promote?products?derived?from?
* this?software?without?specific?prior?written?permission.
THIS?SOFTWARE?IS?PROVIDED?BY?THE?COPYRIGHT?HOLDERS?AND?CONTRIBUTORS?“AS?IS“?AND?
ANY?EXPRESS?OR?IMPLIED?WARRANTIES?INCLUDING?BUT?NOT?LIMITED?TO?THE?IMPLIED?
WARRANTIES?OF?MERCHANTABILITY?AND?FITNESS?FOR?A?PARTICULAR?PURPOSE?ARE?DISCLAIMED.?
IN?NO?EVENT?SHALL?THE?COPYRIGHT?HOLDER?OR?CONTRIBUTORS?BE?LIABLE?FOR?ANY?DIRECT?
INDIRECT?INCIDENTAL?SPECIAL?EXEMPLARY?OR?CONSEQUENTIAL?DAMAGES?(INCLUDING?
BUT?NOT?LIMITED?TO?PROCUREMENT?OF?SUBSTITUTE?GOODS?OR?SERVICES;?LOSS?OF?USE?
DATA?OR?PROFITS;?OR?BUSINESS?INTERRUPTION)?HOWEVER?CAUSED?AND?ON?ANY?THEORY?OF?
LIABILITY?WHETHER?IN?CONTRACT?STRICT?LIABILITY?OR?TORT?(INCLUDING?NEGLIGENCE?
OR?OTHERWISE)?ARISING?IN?ANY?WAY?OUT?OF?THE?USE?OF?THIS?SOFTWARE?EVEN?IF?
ADVISED?OF?THE?POSSIBILITY?OF?SUCH?DAMAGE.
Labels?parameters?????
*****************************************************************************/
#include?
GLvoid?*pTexel;
//?Fragment?and?vertex?shaders?code
const?char?*planefrag_shader_src?= /*“uniform?sampler2D?sampler2d;? \n“
“varying?mediump?vec2 myTexCoord;? \n“
“void?main?(void) \n“
“ \n“
“{ \n“
“?gl_FragColor?=?texture2D(sampler2dmyTexCoord); \n“?
“} \n“;*/
“#ifdef?GL_FRAGMENT_PRECISION_HIGH \n“
“???precision?highp?float; \n“
“#else \n“
“???precision?mediump?float; \n“
“#endif \n“
“ \n“
//RGB
“uniform?sampler2D?s_texture; \n“?
“varying???vec3??????g_vVSColor; \n“
“varying???vec2?g_vVSTexCoord; \n“
“ \n“
“void?main() \n“
“{ \n“
“????gl_FragColor?=?texture2D(s_textureg_vVSTexCoord); \n“
“} \n“;
const?char?*planevertex_shader_src?=/* “attribute?highp?vec4 myVertex; \n“
“attribute?mediump?vec4 myUV; \n“
“uniform?mediump?mat4 myPMVMatrix; \n“
“varying?mediump?vec2 myTexCoord; \n“
“uniform???mat4?g_matModelView; \n“
“uniform???mat4?g_matProj; \n“
“attribute?vec4?g_vPosition; \n“
“ \n“
“void?main(void) \n“
“{ \n“
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