package box2dLight.shaders; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.glutils.ShaderProgram; public final class WithoutShadowShader { static final public ShaderProgram createShadowShader() { final String vertexShader = "attribute vec4 a_position;\n" // + "attribute vec2 a_texCoord;\n" // + "varying vec2 v_texCoords;\n" // + "\n" // + "void main()\n" // + "{\n" // + " v_texCoords = a_texCoord;\n" // + " gl_Position = a_position;\n" // + "}\n"; //this is allways perfect precision final String fragmentShader = "#ifdef GL_ES\n" // + "precision mediump float;\n" // + "#endif\n" // + "varying vec2 v_texCoords;\n" // + "uniform sampler2D u_texture;\n" // + "void main()\n"// + "{\n" // + "gl_FragColor = texture2D(u_texture, v_texCoords);\n" + "}\n"; ShaderProgram.pedantic = false; ShaderProgram woShadowShader = new ShaderProgram(vertexShader, fragmentShader); if (woShadowShader.isCompiled() == false) { Gdx.app.log("ERROR", woShadowShader.getLog()); } return woShadowShader; } }