public void InitShader() { if (isInited) { return; } //---------------- //vertex shader source string vs = @" attribute vec3 a_position; attribute vec4 a_color; attribute vec2 a_texcoord; uniform mat4 u_mvpMatrix; uniform vec4 u_solidColor; uniform int u_useSolidColor; uniform int u_useAggColor; varying vec4 v_color; varying vec2 v_texcoord; void main() { float a= a_position[2]; //before matrix op gl_Position = u_mvpMatrix* vec4(a_position[0],a_position[1],0,1); if(u_useAggColor !=0) { v_color= vec4(u_solidColor.r /255.0,u_solidColor.g /255.0,u_solidColor.b/255.0, a/255.0); } else if(u_useSolidColor !=0) { v_color= u_solidColor; } else { v_color = a_color; } v_texcoord= a_texcoord; } "; //fragment source string fs = @" precision mediump float; varying vec4 v_color; varying vec2 v_texcoord; void main() { gl_FragColor= v_color; } "; if (!shaderProgram.Build(vs, fs)) { throw new NotSupportedException(); } a_position = shaderProgram.GetVtxAttrib("a_position"); a_color = shaderProgram.GetVtxAttrib("a_color"); a_textureCoord = shaderProgram.GetVtxAttrib("a_texcoord"); u_matrix = shaderProgram.GetUniformMat4("u_mvpMatrix"); u_useSolidColor = shaderProgram.GetUniform1("u_useSolidColor"); u_useAggColor = shaderProgram.GetUniform1("u_useAggColor"); u_solidColor = shaderProgram.GetUniform4("u_solidColor"); shaderProgram.UseProgram(); isInited = true; }
protected override void OnInitGLProgram(object sender, EventArgs args) { string vs = @" attribute vec4 a_position; attribute vec4 a_color; uniform mat4 u_mvpMatrix; uniform vec4 u_solidColor; uniform int u_useSolidColor; uniform float u_linewidth; varying vec4 v_color; varying float v_distance; varying float p0; void main() { float rad = a_position[3]; v_distance= a_position[2]; float n_x = sin(rad); float n_y = cos(rad); vec4 delta; if(v_distance <1.0){ delta = vec4(-n_x * u_linewidth,n_y * u_linewidth,0,0); }else{ delta = vec4(n_x * u_linewidth,-n_y * u_linewidth,0,0); } if(u_linewidth <= 0.5){ p0 = 0.5; }else if(u_linewidth <=1.0){ p0 = 0.45; }else if(u_linewidth>1.0 && u_linewidth<3.0){ p0 = 0.25; }else{ p0= 0.1; } vec4 pos = vec4(a_position[0],a_position[1],0,1) + delta; gl_Position = u_mvpMatrix* pos; if(u_useSolidColor !=0) { v_color= u_solidColor; } else { v_color = a_color; } } "; //fragment source string fs = @" precision mediump float; varying vec4 v_color; varying float v_distance; varying float p0; void main() { float d0= v_distance; float p1= 1.0-p0; float factor= 1.0 /p0; if(d0 < p0){ gl_FragColor =vec4(v_color[0],v_color[1],v_color[2], v_color[3] *(d0 * factor)); }else if(d0> p1){ gl_FragColor =vec4(v_color[0],v_color[1],v_color[2], v_color[3] *((1.0-d0)* factor)); } else{ gl_FragColor =v_color; } } "; if (!shaderProgram.Build(vs, fs)) { throw new NotSupportedException(); } a_position = shaderProgram.GetVtxAttrib("a_position"); a_color = shaderProgram.GetVtxAttrib("a_color"); u_matrix = shaderProgram.GetUniformMat4("u_mvpMatrix"); u_useSolidColor = shaderProgram.GetUniform1("u_useSolidColor"); u_solidColor = shaderProgram.GetUniform4("u_solidColor"); u_linewidth = shaderProgram.GetUniform1("u_linewidth"); //-------------------------------------------------------------------------------- GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.ClearColor(1, 1, 1, 1); //setup viewport size int max = Math.Max(this.Width, this.Height); //square viewport GL.Viewport(0, 0, max, max); orthoView = MyMat4.ortho(0, max, 0, max, 0, 1); //-------------------------------------------------------------------------------- //load image }
protected override void OnInitGLProgram(object sender, EventArgs args) { //---------------- //vertex shader source string vs = @" attribute vec2 a_position; attribute vec4 a_color; attribute vec2 a_texcoord; uniform mat4 u_mvpMatrix; uniform vec4 u_solidColor; uniform int u_useSolidColor; varying vec4 v_color; varying vec2 v_texcoord; void main() { gl_Position = u_mvpMatrix* vec4(a_position[0],a_position[1],0,1); if(u_useSolidColor !=0) { v_color= u_solidColor; } else { v_color = a_color; } v_texcoord= a_texcoord; } "; //fragment source string fs = @" precision mediump float; varying vec4 v_color; varying vec2 v_texcoord; void main() { //gl_FragColor = vec4(1,v_texcoord.y,0,1); gl_FragColor= v_color; } "; if (!shaderProgram.Build(vs, fs)) { throw new NotSupportedException(); } a_position = shaderProgram.GetVtxAttrib("a_position"); a_color = shaderProgram.GetVtxAttrib("a_color"); a_textureCoord = shaderProgram.GetVtxAttrib("a_texcoord"); u_matrix = shaderProgram.GetUniformMat4("u_mvpMatrix"); u_useSolidColor = shaderProgram.GetUniform1("u_useSolidColor"); u_solidColor = shaderProgram.GetUniform4("u_solidColor"); //-------------------------------------------------------------------------------- GL.Enable(EnableCap.Blend); GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha); GL.ClearColor(1, 1, 1, 1); //setup viewport size int max = Math.Max(this.Width, this.Height); //square viewport GL.Viewport(0, 0, max, max); orthoView = MyMat4.ortho(0, max, 0, max, 0, 1); //-------------------------------------------------------------------------------- //load image }