From a20af6d7e88129d571543f3e3eab6993adf87bc6 Mon Sep 17 00:00:00 2001 From: Olli Etuaho Date: Mon, 18 Sep 2017 13:32:29 +0300 Subject: Use C++11 raw string literals instead of SHADER_SOURCE macro This is better in many ways: 1. It doesn't confuse clang format 2. \n doesn't need to be included after preprocessor directives like the version directive. 3. It's using built-in functionality instead of something custom. Raw string literals should be the preferred way to include shader source in C++ files going forward. BUG=angleproject:2157 TEST=angle_end2end_tests Change-Id: I8b236a6e2d5c25d920297e5bc5b5b143eddeba1f Reviewed-on: https://chromium-review.googlesource.com/671046 Reviewed-by: Corentin Wallez Reviewed-by: Jamie Madill Commit-Queue: Olli Etuaho --- samples/texture_wrap/TextureWrap.cpp | 16 ++++++---------- 1 file changed, 6 insertions(+), 10 deletions(-) (limited to 'samples/texture_wrap') diff --git a/samples/texture_wrap/TextureWrap.cpp b/samples/texture_wrap/TextureWrap.cpp index 92bb31bc00..e52ca4858f 100644 --- a/samples/texture_wrap/TextureWrap.cpp +++ b/samples/texture_wrap/TextureWrap.cpp @@ -27,9 +27,8 @@ class TextureWrapSample : public SampleApplication virtual bool initialize() { - const std::string vs = SHADER_SOURCE - ( - uniform float u_offset; + const std::string vs = + R"(uniform float u_offset; attribute vec4 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; @@ -38,19 +37,16 @@ class TextureWrapSample : public SampleApplication gl_Position = a_position; gl_Position.x += u_offset; v_texCoord = a_texCoord; - } - ); + })"; - const std::string fs = SHADER_SOURCE - ( - precision mediump float; + const std::string fs = + R"(precision mediump float; varying vec2 v_texCoord; uniform sampler2D s_texture; void main() { gl_FragColor = texture2D(s_texture, v_texCoord); - } - ); + })"; mProgram = CompileProgram(vs, fs); if (!mProgram) -- cgit v1.2.3