@@ -26,9 +26,9 @@ static constexpr std::string_view glslMainVertexShader = "\n\
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highp vec4 calculatePosition();\n \
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void main() {\n \
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gl_Position = calculatePosition();\n \
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- }\n " ;
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+ }\n " ,
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- static constexpr std::string_view glslMainWithTexCoordsVertexShader = " \n \
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+ glslMainWithTexCoordsVertexShader = " \n \
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attribute highp vec2 a_TexCoord;\n \
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uniform highp mat3 u_TextureMatrix;\n \
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varying highp vec2 v_TexCoord;\n \
@@ -37,34 +37,34 @@ static constexpr std::string_view glslMainWithTexCoordsVertexShader = "\n\
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{\n \
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gl_Position = calculatePosition();\n \
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v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;\n \
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- }\n " ;
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+ }\n " ,
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- static constexpr std::string_view glslPositionOnlyVertexShader = " \n \
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+ glslPositionOnlyVertexShader = " \n \
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attribute highp vec2 a_Vertex;\n \
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uniform highp mat3 u_TransformMatrix;\n \
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uniform highp mat3 u_ProjectionMatrix;\n \
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highp vec4 calculatePosition() {\n \
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return vec4(u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0), 1.0);\n \
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- }\n " ;
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+ }\n " ,
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- static constexpr std::string_view glslMainFragmentShader = " \n \
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+ glslMainFragmentShader = " \n \
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uniform lowp float u_Opacity;\n \
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lowp vec4 calculatePixel();\n \
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void main()\n \
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{\n \
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gl_FragColor = calculatePixel();\n \
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gl_FragColor.a *= u_Opacity;\n \
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- }\n " ;
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+ }\n " ,
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- static constexpr std::string_view glslTextureSrcFragmentShader = " \n \
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+ glslTextureSrcFragmentShader = " \n \
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varying mediump vec2 v_TexCoord;\n \
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uniform lowp vec4 u_Color;\n \
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uniform sampler2D u_Tex0;\n \
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lowp vec4 calculatePixel() {\n \
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return texture2D(u_Tex0, v_TexCoord) * u_Color;\n \
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- }\n " ;
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+ }\n " ,
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- static constexpr std::string_view glslSolidColorFragmentShader = " \n \
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+ glslSolidColorFragmentShader = " \n \
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uniform lowp vec4 u_Color;\n \
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lowp vec4 calculatePixel() {\n \
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return u_Color;\n \
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