FYI GNU indent does exactly this, along with indent-buffer in emacs...

kris

On Tue, Dec 11, 2012 at 1:50 PM, bob <b...@coolfone.comze.com> wrote:
> Yeah, I'm using raw resources now.
>
> Also, I like to format the code using http://jsbeautifier.org/
>
> It indents it real nice.
>
>
> On Tuesday, December 11, 2012 12:38:59 AM UTC-6, Harri Smått wrote:
>>
>> I've been putting shader code into assets or raw resources for a long
>> while. Writing your shaders as strings is a pain.
>>
>> --
>> H
>>
>> On Dec 11, 2012 12:29 AM, "bob" <b...@coolfone.comze.com> wrote:
>>>
>>> I'm looking at the BasicGLSurfaceView example, and I'm thinking maybe the
>>> vertex shader and fragment shader ought to be stored as assets for
>>> readability.
>>>
>>> Right now they are like this:
>>>
>>>     private final String mVertexShader =
>>>         "uniform mat4 uMVPMatrix;\n" +
>>>         "attribute vec4 aPosition;\n" +
>>>         "attribute vec2 aTextureCoord;\n" +
>>>         "varying vec2 vTextureCoord;\n" +
>>>         "void main() {\n" +
>>>         "  gl_Position = uMVPMatrix * aPosition;\n" +
>>>         "  vTextureCoord = aTextureCoord;\n" +
>>>         "}\n";
>>>
>>>     private final String mFragmentShader =
>>>         "precision mediump float;\n" +
>>>         "varying vec2 vTextureCoord;\n" +
>>>         "uniform sampler2D sTexture;\n" +
>>>         "void main() {\n" +
>>>         "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
>>>         "}\n";
>>>
>>>
>>>
>>> On iOS, they are stored in .vsh and .fsh files.  I think we should do
>>> something like that.  What do you guys think?
>>>
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