Created
December 18, 2012 13:52
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varying lowp vec4 DestinationColor; // 1 | |
void main(void) { // 2 | |
gl_FragColor = DestinationColor; // 3 | |
} |
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- (void) render { | |
glClearColor(0, 104.0/255.0, 55.0/255.0, 1.0); | |
glClear(GL_COLOR_BUFFER_BIT); | |
// 1 | |
glViewport(0, 0, self.frame.size.width, self.frame.size.height); | |
// 2 | |
glVertexAttribPointer(_positionSlot, 3, GL_FLOAT, GL_FALSE, | |
sizeof(Vertex), 0); | |
// glVertexAttribPointer(_colorSlot, 4, GL_FLOAT, GL_FALSE, | |
// sizeof(Vertex), (GLvoid*) (sizeof(float) * 3)); | |
float color[4] = {1,1,1,1}; | |
glUniform4fv(_colorSlot, 4, color); | |
// 3 | |
glDrawElements(GL_TRIANGLES, sizeof(Indices)/sizeof(Indices[0]),GL_UNSIGNED_BYTE, 0); | |
[_context presentRenderbuffer:GL_RENDERBUFFER]; | |
} |
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attribute vec4 Position; // 1 | |
attribute vec4 SourceColor; // 2 | |
varying vec4 DestinationColor; // 3 | |
uniform mat4 Projection; | |
void main(void) { // 4 | |
DestinationColor = SourceColor; // 5 | |
gl_Position = Position; // 6 | |
} |
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