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Java™ Binding for the OpenGL® API (Android)
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package com.jogamp.opengl.util.glsl.sdk;
import com.jogamp.opengl.*;
import java.io.*;
/** Precompiles a shader into NVidia binary format. Input is the
resource name of the shader, such as
"com/jogamp/opengl/impl/glsl/fixed/shader/a.fp".
Output is "com/jogamp/opengl/impl/glsl/fixed/shader/bin/nvidia/a.bfp". */
public class CompileShaderNVidia extends CompileShader {
private static final String NVAPSDK;
static {
final String nvapSDKProp = System.getProperty("NVAPSDK");
if (nvapSDKProp != null) {
NVAPSDK = nvapSDKProp;
} else {
NVAPSDK = "C:\\nvap_sdk_0_3_x";
}
}
@Override
public int getBinaryFormat() {
return GLES2.GL_NVIDIA_PLATFORM_BINARY_NV;
}
@Override
public File getSDKCompilerDir() {
File compilerDir = new File( NVAPSDK + File.separator + "tools" + File.separator );
File compilerFile = new File( compilerDir, getVertexShaderCompiler());
if(!compilerFile.exists()) {
compilerDir = new File( NVAPSDK );
compilerFile = new File( compilerDir, getVertexShaderCompiler());
}
if(!compilerFile.exists()) {
throw new GLException("Can't find compiler: "+getVertexShaderCompiler() + " in : " +
NVAPSDK+", "+NVAPSDK + File.separator + "tools");
}
return compilerDir;
}
@Override
public String getVertexShaderCompiler() {
return "glslv.bat";
}
@Override
public String getFragmentShaderCompiler() {
return "glslf.bat";
}
public static void main(final String[] args) {
new CompileShaderNVidia().run(args);
}
}
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