Go to the source code of this file.
Classes | |
struct | ContextData_OpenGL_2 |
struct | ImageData_OpenGL_2 |
struct | TargetData_OpenGL_2 |
Macros | |
#define | GPU_CONTEXT_DATA ContextData_OpenGL_2 |
#define | GPU_IMAGE_DATA ImageData_OpenGL_2 |
#define | GPU_TARGET_DATA TargetData_OpenGL_2 |
#define | GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE "#version 120\n\\attribute vec2 gpu_Vertex;\n\attribute vec2 gpu_TexCoord;\n\attribute vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\varying vec4 color;\n\varying vec2 texCoord;\n\\void main(void)\n\{\n\ color = gpu_Color;\n\ texCoord = vec2(gpu_TexCoord);\n\ gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\}" |
#define | GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE "#version 120\n\\attribute vec2 gpu_Vertex;\n\attribute vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\varying vec4 color;\n\\void main(void)\n\{\n\ color = gpu_Color;\n\ gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\}" |
#define | GPU_DEFAULT_TEXTURED_FRAGMENT_SHADER_SOURCE "#version 120\n\\varying vec4 color;\n\varying vec2 texCoord;\n\\uniform sampler2D tex;\n\\void main(void)\n\{\n\ gl_FragColor = texture2D(tex, texCoord) * color;\n\}" |
#define | GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE "#version 120\n\\varying vec4 color;\n\\void main(void)\n\{\n\ gl_FragColor = color;\n\}" |
Typedefs | |
typedef struct ContextData_OpenGL_2 | ContextData_OpenGL_2 |
typedef struct ImageData_OpenGL_2 | ImageData_OpenGL_2 |
typedef struct TargetData_OpenGL_2 | TargetData_OpenGL_2 |
#define GPU_CONTEXT_DATA ContextData_OpenGL_2 |
Definition at line 29 of file SDL_gpu_OpenGL_2.h.
#define GPU_DEFAULT_TEXTURED_FRAGMENT_SHADER_SOURCE "#version 120\n\\varying vec4 color;\n\varying vec2 texCoord;\n\\uniform sampler2D tex;\n\\void main(void)\n\{\n\ gl_FragColor = texture2D(tex, texCoord) * color;\n\}" |
Definition at line 70 of file SDL_gpu_OpenGL_2.h.
#define GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE "#version 120\n\\attribute vec2 gpu_Vertex;\n\attribute vec2 gpu_TexCoord;\n\attribute vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\varying vec4 color;\n\varying vec2 texCoord;\n\\void main(void)\n\{\n\ color = gpu_Color;\n\ texCoord = vec2(gpu_TexCoord);\n\ gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\}" |
Definition at line 35 of file SDL_gpu_OpenGL_2.h.
#define GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE "#version 120\n\\varying vec4 color;\n\\void main(void)\n\{\n\ gl_FragColor = color;\n\}" |
Definition at line 83 of file SDL_gpu_OpenGL_2.h.
#define GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE "#version 120\n\\attribute vec2 gpu_Vertex;\n\attribute vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\varying vec4 color;\n\\void main(void)\n\{\n\ color = gpu_Color;\n\ gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\}" |
Definition at line 54 of file SDL_gpu_OpenGL_2.h.
#define GPU_IMAGE_DATA ImageData_OpenGL_2 |
Definition at line 30 of file SDL_gpu_OpenGL_2.h.
#define GPU_TARGET_DATA TargetData_OpenGL_2 |
Definition at line 31 of file SDL_gpu_OpenGL_2.h.
typedef struct ContextData_OpenGL_2 ContextData_OpenGL_2 |
typedef struct ImageData_OpenGL_2 ImageData_OpenGL_2 |
typedef struct TargetData_OpenGL_2 TargetData_OpenGL_2 |