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uniform mat4 u_projViewTrans; | |
attribute vec4 a_position; | |
void main() | |
{ | |
gl_Position = u_projViewTrans * a_position; | |
} |
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precision lowp float; | |
void main() | |
{ | |
gl_FragColor.rgb = vec3(0.0, 1.0, 0.0); | |
} |
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package io.github.mlatu.gravity; | |
import com.badlogic.gdx.ApplicationAdapter; | |
import com.badlogic.gdx.Gdx; | |
import com.badlogic.gdx.files.FileHandle; | |
import com.badlogic.gdx.graphics.GL20; | |
import com.badlogic.gdx.graphics.Mesh; | |
import com.badlogic.gdx.graphics.OrthographicCamera; | |
import com.badlogic.gdx.graphics.Texture; | |
import com.badlogic.gdx.graphics.VertexAttribute; | |
import com.badlogic.gdx.graphics.g2d.Sprite; | |
import com.badlogic.gdx.graphics.g2d.SpriteBatch; | |
import com.badlogic.gdx.graphics.g2d.TextureRegion; | |
import com.badlogic.gdx.graphics.glutils.ShaderProgram; | |
import com.badlogic.gdx.math.Matrix4; | |
public class MyGdxGame extends ApplicationAdapter { | |
Texture texture; | |
private ShaderProgram shaderProgram; | |
private Mesh mesh; | |
TextureRegion textureRegion; | |
private SpriteBatch batch; | |
private Sprite sprite; | |
private OrthographicCamera cam = null; | |
private OrthographicCamera cam2d = null; | |
@Override | |
public void create () { | |
texture = new Texture(Gdx.files.internal("texture_default.jpg")); | |
batch = new SpriteBatch(); | |
sprite = new Sprite(texture); | |
FileHandle f = Gdx.files.internal("f_shader.glsl"); | |
FileHandle v = Gdx.files.internal("v_shader.glsl"); | |
shaderProgram = new ShaderProgram(v, f); | |
//ShaderProgram.pedantic = false; | |
mesh = new Mesh(true, 4, 6, VertexAttribute.Position());//, VertexAttribute.TexCoords(0)); | |
mesh.setVertices(new float[] | |
{-0.5f, -0.5f, 0, | |
0.5f, -0.5f, 0, | |
0.5f, 0.5f, 0, | |
-0.5f, 0.5f, 0, }); | |
mesh.setIndices(new short[]{0, 1, 2, 2, 3, 0}); | |
if(!shaderProgram.isCompiled()) { | |
String log = shaderProgram.getLog(); | |
Gdx.app.log("Log", log); | |
} | |
} | |
@Override | |
public void render () { | |
Gdx.gl.glClearColor(0.3f, 0.3f, 0.3f, 1); | |
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT); | |
Matrix4 o = new Matrix4(); | |
o.setToOrtho2D(0f, 0f, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); | |
shaderProgram.begin(); | |
shaderProgram.setUniformMatrix("u_projViewTrans", o); | |
mesh.render(shaderProgram, GL20.GL_TRIANGLES); | |
shaderProgram.end(); | |
} | |
} |
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