diff --git a/examples/Basic/OpenGLWidget.cpp b/examples/Basic/OpenGLWidget.cpp index af50d5c2..e3c89cb5 100644 --- a/examples/Basic/OpenGLWidget.cpp +++ b/examples/Basic/OpenGLWidget.cpp @@ -68,44 +68,44 @@ void OpenGLWidget::initializeGL() glDepthFunc(GL_LEQUAL); glDepthRange(0.0, 1.0); - if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex, R"( - #version 140 + if(!shader.addShaderFromSourceCode(QOpenGLShader::Vertex, + "#version 140\n" - in vec4 position; //This will be the position of the vertex in model-space + "in vec4 position; //This will be the position of the vertex in model-space\n" - uniform mat4 cameraToClipMatrix; - uniform mat4 worldToCameraMatrix; - uniform mat4 modelToWorldMatrix; + "uniform mat4 cameraToClipMatrix;\n" + "uniform mat4 worldToCameraMatrix;\n" + "uniform mat4 modelToWorldMatrix;\n" - out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals + "out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals\n" - void main() - { - worldPosition = modelToWorldMatrix * position; - vec4 cameraPosition = worldToCameraMatrix * worldPosition; - gl_Position = cameraToClipMatrix * cameraPosition; - } - )")) + "void main()\n" + "{\n" + " worldPosition = modelToWorldMatrix * position;\n" + " vec4 cameraPosition = worldToCameraMatrix * worldPosition;\n" + " gl_Position = cameraToClipMatrix * cameraPosition;\n" + "}\n" + )) { std::cerr << shader.log().toStdString() << std::endl; exit(EXIT_FAILURE); } - if(!shader.addShaderFromSourceCode(QOpenGLShader::Fragment, R"( - #version 130 + if(!shader.addShaderFromSourceCode(QOpenGLShader::Fragment, + "#version 130\n" - in vec4 worldPosition; //Passed in from the vertex shader + "in vec4 worldPosition; //Passed in from the vertex shader\n" - out vec4 outputColor; + "out vec4 outputColor;\n" - void main() - { - vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz))); + "void main()\n" + "{\n" + " vec3 normal = normalize(cross(dFdy(worldPosition.xyz), dFdx(worldPosition.xyz)));\n" - float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1); - outputColor = vec4(1.0, 0.5, color, 1.0); - } - )")) + " float color = clamp(abs(dot(normalize(normal.xyz), vec3(0.9,0.1,0.5))), 0, 1);\n" + " outputColor = vec4(1.0, 0.5, color, 1.0);\n" + "}\n" + )) { std::cerr << shader.log().toStdString() << std::endl; exit(EXIT_FAILURE);